Game Design Philosophy
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Video games should be more like Blood Of Dawnwalker and less like Wolverine - Reader’s Feature
A reader argues that the video game industry should prioritize lower-budget, innovative titles like The Blood Of Dawnwalker over excessively expensive, critically panned games such as Marvel's Wolverine. The author suggests that high budgets often lead to shallow experiences, while smaller teams can deliver more compelling narratives and gameplay.
Reported lead of Obsidian's new Fallout game wants you to feel a "sense of agony" when playing an RPG, rather than being an all-powerful god-splatterer
Josh Sawyer, reportedly leading Obsidian's new Fallout game, aims to create RPG experiences that evoke a "sense of agony" through difficult choices, contrasting with Bethesda's philosophy of player freedom. This difference in design approach, exemplified by Fallout: New Vegas and Bethesda's mainline titles like Fallout 4 and Skyrim, is expected to set their upcoming Fallout entries apart.
Persona 5 Royal lead says the JRPG series' growth might have "contributed to the recent spread of turn-based combat," but for Atlus, it's just "an expression of our game-design philosophy"
Kazuhisa Wada, head of Atlus's P-Studio, believes the growth of the Persona series may have contributed to the recent popularity of turn-based combat. However, he states that for Atlus, turn-based systems are an expression of their game-design philosophy, aligning with the series' focus on strategic thinking and internal psychological struggles.