Game Design
Ongoing coverage on Game Design.
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Guild Wars 3 dev wants you to be able to take a break for months at a time and know you're "not going to be left behind"
ArenaNet studio head Colin Johanson believes the MMO genre is still thriving and that Guild Wars 3 aims to address common player concerns about time commitment. He emphasizes the need for games to allow meaningful progress in short sessions and for players to be able to take extended breaks without falling behind.
The Blood of Dawnwalker sequels might include the RPG's controversial time limit, director confirms, but devs…
Rebel Wolves director Konrad Tomaszkiewicz confirmed that sequels to The Blood of Dawnwalker may feature the controversial in-game time limit mechanic. The team is still deciding whether to implement it, aiming to use it to enhance urgency where appropriate, but is also exploring other innovative ideas for the RPG genre. The original game's time limit was a significant talking point among players.
Get a first look at Monster Hunter Wilds running on Nintendo Switch 2
The first gameplay footage of Monster Hunter Wilds running on the upcoming Nintendo Switch 2 has been revealed, showcasing 17 minutes of handheld mode. Capcom presented this version ahead of its appearance at the 2026 Tokyo Game Show, highlighting the game's dynamic environments and the hunter's struggle for survival.
Control Resonant vs Control – 10 Biggest Changes You Need to Know
Control Resonant introduces significant changes compared to its predecessor, Control. The sequel features a non-linear campaign structure, boss encounters that permanently alter the game world, and a zone-based progression system instead of traditional character leveling. Combat encounters are less restrictive, dialogue choices can have consequences, and players will need multiple playthroughs to unlock all content, pushing it further into action-RPG territory.
Sniper Dan review – a shooting gallery for pacifists
Sniper Dan is a cheerful, colorful hidden object game rather than a true sniper simulation, where players use a rifle to help townsfolk with comical calamities. While its unique premise and silly humor are enjoyable, the gameplay falters when objectives become hard to find or when quick-time events expose the gunplay's lack of precision. Despite its budget price and suitability for children, it doesn't fully live up to its potential.
INTERVIEW Jigrapher, From Plant Budz 98
An interview with Phil Walsh (Jigrapher), game designer and coder for Plant Budz 98, and composer Peter Karman. The game, published by G-Bean Studios, is described as a wholesome experience with a blend of genres and a touch of nostalgia for 20th-century gamers.
The First Zombie announced for Nintendo Switch
Phoenixx has unveiled The First Zombie, a "reverse" zombie game coming to Nintendo Switch. Players control humanity's first zombie, aiming to multiply the undead by "making friends" with humans and transforming Tokyo into a zombie city. Kentaro Fujii, known for Wednesday Downtown, is producing the game, with a release date to be announced.
Get a good look at Control Resonant's otherworldly bosses in a PC Gaming Show exclusive extended interview
Remedy developers discuss Control Resonant, the upcoming ARPG sequel to Control, in an extended interview. Creative director Mikael Kasurinen and art director Elmeri Raitanen highlight inspirations like M.C. Escher and films such as Paprika, while lead level designer Anne-Marie Grönroos details the game's open-world elements and the unique 'Resonant' bosses. Composer Petri Alanko also explains his innovative approach to the game's soundtrack.
Trails in the Sky 2nd Chapter review for Nintendo Switch 2 and Switch
The Legend of Heroes: Trails in the Sky Second Chapter is an extraordinary continuation of the first game, offering a massive adventure that expands upon its predecessor's foundations. The JRPG excels in its interconnected storytelling, rewarding exploration, and fluid combat system, all presented beautifully on the Nintendo Switch 2. While not recommended for newcomers, it's a deeply emotional and memorable experience for fans of the series.
WoW: Forever Is More Than Classic+, It’s WoW 2
Blizzard Entertainment has revealed World of Warcraft: Forever, a new iteration of its MMORPG that goes beyond the expected 'Classic+' update. The game introduces significant visual overhauls, new quests, dungeons, raids, and systems like transmog and a legacy perk tree. It aims to blend the nostalgia of World of Warcraft Classic with modern features, offering a fresh experience for long-time players.
As Wardogs hits a "perfectly acceptable decline," studio boss asks players what they want to change: "Remember, we're in charge here, we're the ones with the vision"
Despite Wardogs' player count declining from its peak, developer Bulkhead is seeking player feedback on issues and design decisions for future updates. CEO Joe Brammer emphasized that the studio retains creative control while encouraging community input, though some players have offered humorous or trivial suggestions.
Parts of GTA 6 are "a bit outdated and weird," says former Rockstar dev, but "like GTA 5" it will "perform really well" and keep fans busy for a decade
A former Rockstar Games developer, Mike York, shared his insights on Grand Theft Auto 6, noting that while some elements appear "outdated and weird," the game is expected to perform well and engage players for a decade, similar to Grand Theft Auto 5. He also commented on the distinct personalities of the protagonists, Jason and Lucia, and Rockstar's strict internal policies regarding employee social media presence.
The Blood of Dawnwalker's controversial time mechanic won't necessarily be in a sequel, the game director says
Konrad Tomaszkiewicz, director of The Blood of Dawnwalker, has stated that the game's controversial time mechanic may not be included in future installments. He indicated that the mechanic, which imposes a time limit on quests and actions, will only be used if it fits the narrative, and that Rebel Wolves is exploring other innovative ideas for the RPG genre. Tomaszkiewicz acknowledged player complaints but defended the mechanic's balance, noting that most content is achievable within the time limit and that mods exist for those who prefer to play without it.
Smash Bros. director shares thoughts on originality in games, says “industry that loses its originality will ultimately just die a slow death”
Masahiro Sakurai, director of Super Smash Bros., believes originality has little impact on game sales, stating that an industry that loses its originality will eventually die. He announced the discontinuation of the Game Designers Award at the Japan Game Awards, which recognized creativity and innovation.
World of Warcraft Forever elaborates on its campsites feature and horizontal progression plans
World of Warcraft Forever is introducing new features like campsites and horizontal progression. Campsites will offer temporary buffs and can be placed almost anywhere, while horizontal progression aims to keep older gear relevant through biome-specific effects and legacy systems. The developers are carefully balancing these systems to enhance player experience without forcing specific paths.
After 26 hours in The Blood of Dawnwalker, comparisons to The Witcher 3 feel less and less accurate
This article argues that comparisons between The Blood of Dawnwalker and The Witcher 3: Wild Hunt are becoming inaccurate as players spend more time with Rebel Wolves' vampire RPG. While both games share some DNA due to ex-CD Projekt Red developers, The Blood of Dawnwalker offers a distinct experience with its own mechanics, tone, and gameplay loop, particularly regarding its time-sensitive open world and melee-focused combat.
Why Blizzard Stopped Protecting The Overwatch Formula To Save The Game
Blizzard is embracing changes to Overwatch's core formula, including a new Perk system and a year-long narrative arc, to revitalize the game and surprise players. Associate game director Alec Dawson stated that the team is no longer afraid to innovate, aiming to expand the definition of Overwatch while maintaining its status as a top competitive shooter.
GLOOMKEEP II - WHAT THE LIGHT WAKES - A turn-based dungeon crawler for the Commodore 64 by J5
GloomKeep II is a new turn-based dungeon crawler for the Commodore 64, serving as a sequel to the original GloomKeep. The game features a unique mechanic where players must manage light and shadow, as carrying a relic illuminates the map but alerts enemies. Developed in 6502 assembly, the game features new art and music inspired by the original.
Fire Emblem: Fortune's Weave review - an essential for the Switch 2, and one of the best strategy RPGs ever made
Fire Emblem: Fortune's Weave is hailed as a pinnacle of the series, blending the storytelling of Three Houses with the combat of Engage, and is considered an essential title for the Nintendo Switch 2. Despite minor issues like a single save slot and diluted difficulty on normal, the game offers deep strategic combat, compelling characters, and multiple engaging story paths that can take over 200 hours to complete. The game's design is praised for its intricate maps, varied victory conditions, and the ability to customize difficulty, making it a standout strategy RPG.
Fire Emblem: Fortune's Weave's feels like a genuine RPG epic, even if its busywork can pull me out
Fire Emblem: Fortune's Weave offers an ambitious and epic narrative with engaging tactical battles, building upon previous entries like Three Houses. However, its momentum is hampered by a convoluted time system and skippable mini-dungeon battles, despite flexible customization options.