Game Design
Ongoing coverage on Game Design.
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A Five-Year Student Dream Realized: FromDawn Games Wins Best Visual Art at Indie Game Award, Thanks Gamers for Their Support
Indie studio FromDawn Games won the Best Visual Art award for their game Aeruta at the Indie Game Award 2026. Originally a student project, Aeruta has evolved over five years with significant community support, particularly from overseas players. The team is preparing additional plans for the game following this recognition.
Crimson Desert devs heard the remaining negatives and said, ‘we’ll fix them all’ in upcoming updates
Pearl Abyss is planning several updates for Crimson Desert over April and June to address player feedback. These changes will include new content, UI improvements, difficulty settings, character skill adjustments, and expanded storage systems. The developers aim to enhance the overall player experience based on community discussions and in-game adventures.
'There will be things in GTA 5 that they have in GTA 6 that you look at and go, 'I should have seen that coming'' — Former Rockstar developer suggests the upcoming game will feature mechanics from previous titles like Red Dead Redemption 2
Former Rockstar Games developer Rob Carr suggests that Grand Theft Auto 6 will incorporate mechanics from Red Dead Redemption 2, similar to how Grand Theft Auto 5 utilized elements like the Dead Eye system. Carr, who worked on Grand Theft Auto 5, believes Rockstar is adept at integrating successful features from previous titles into new games. Grand Theft Auto 6 is scheduled for release on November 19, 2026, for PlayStation 5, Xbox Series X, and Xbox Series S.
Infinite Dungeon Tells Its Story One Hero at a Time
Arctic Goblins has launched Infinite Dungeon: Idle Adventure on PC, an idle RPG that emphasizes hero individuality and narrative progression over simple stat increases. The game features a 4-slot team system with 10 unique heroes, each with their own abilities and story threads, aiming to provide a more engaging experience than typical idle games. The developer has incorporated feedback from extensive demo play, focusing on discovery and meaningful progression through its prestige system.
Crimson Desert Will Let You Choose Your Punishment
Pearl Abyss has announced upcoming difficulty settings for Crimson Desert, allowing players to choose between easy, normal, and hard modes. The open-world action RPG, which has sold over 4 million copies since its March 19 launch on consoles and PC, will also receive new combat-focused content. This update aims to cater to a wider range of player skills and address community feedback regarding challenging boss encounters.
The Role of Visual Feedback in Improving Gameplay Clarity and Player Decisions
This analysis explores the critical role of visual feedback in enhancing gameplay clarity and guiding player decisions in video games. Effective visual cues, such as color changes, animation cues, and UI elements, allow players to understand game states and outcomes instantly, leading to quicker reactions and improved decision-making. The article outlines key design principles for implementing successful visual feedback, including simplicity, consistency, and clear hierarchy, while also addressing common problems like screen overload and slow response times.
Alabaster Dawn Enters Early Access on May 7
Radical Fish Games announced that their action RPG Alabaster Dawn will enter Early Access on May 7. The game features fast combat, puzzle-solving, and exploration in a post-apocalyptic world. Alabaster Dawn builds upon the foundations of the studio's previous title, CrossCode, with an expanded combat system and a larger world.
Forza Horizon 6 Preview | Eurogamer
Forza Horizon 6 is shaping up to be a significant improvement over its predecessor, featuring a more engaging and vertically diverse map compared to the "boring" Mexico of Forza Horizon 5. The game introduces more thoughtful physics, requiring players to consider braking and upgrades more carefully, and enhances immersion with ambient environmental sounds and moving vehicles.
Populer, KPop Demon Hunters Pakai Barang-barang Dukun
The game KPop Demon Hunters features weapons inspired by traditional Korean shamanistic tools, known as 'mudang' or shaman items. These mystical elements are integrated into the HUNTR/X weapons used by the main characters, Rumi, Mira, and Zoey, to hunt demons, aligning with their profession and the game's aesthetic.
Games Inbox: Will GTA 6 be better than GTA 5?
Readers discuss whether Grand Theft Auto 6 will surpass Grand Theft Auto 5, with concerns raised about potential changes in writing and dialogue due to developer departures from Rockstar Games. Other topics include the Nintendo Switch's sales performance against the PlayStation 5, Sony's first-party game output, and the reliability of game previews.
Exodus Reveals Another Gameplay Peek as Jun and Friends Venture Into a Volcano
Exodus has revealed another gameplay clip showcasing Jun Aslan and companions navigating a volcanic ruin using a new gauntlet ability called Eruption. The game, which features diverse biomes and powerful threats like the Mara-Yama, is set to launch next year for Xbox Series X/S, PlayStation 5, and PC. An extended gameplay showcase is planned for this summer.
Starfield in 2026: Finally Fixed or Still Falling Short?
Bethesda's latest update for Starfield, dubbed Free Lanes, significantly expands upon the game's existing systems and mechanics, aiming to fulfill the original space-faring fantasy. Key additions include Cruise Mode for seamless travel between planets, new points of interest, and expanded ship customization, addressing criticisms of emptiness and loading screens. While not a complete overhaul, these numerous improvements provide more depth and reasons for players to explore the vast universe.
Why the Exact Same Things Make Starfield Brilliant to Some and Boring to Others
Starfield's divisive reception stems from its commitment to a specific vision, with its strengths in scale and player agency being double-edged swords. While some players found its fragmented systems and steep learning curve off-putting, others embraced its RPG sandbox elements and unique approach. The article suggests that the game's design, characteristic of Bethesda, demands patience and a willingness to meet it on its own terms, leading to vastly different player experiences.
Massively Overthinking: Are you looking for a ‘forever game’ in your MMORPGs?
This article discusses the concept of 'forever games,' particularly within the MMORPG genre. While some developers aim to create infinitely replayable experiences, others argue for self-contained, satisfying single-player games. The staff shares their personal definitions of 'forever games,' with some seeking long-term MMO homes and others valuing quality over sheer quantity of content.
The dirtiest Dark Souls 2 run shows the game at its very best
YouTuber ymfah has completed Dark Souls 2 using only dung pies as weapons, showcasing a unique and entertaining challenge run. This unconventional playthrough highlights the game's progression and offers a humorous perspective on its mechanics and level design, particularly the difficulty in obtaining the necessary items to defeat certain enemies.
David Crane Fire & Ice RGX 2026 Guest of Honor
Game designer David Crane, known for Pitfall!, will be a Guest of Honor at Fire & Ice RGX 2026. The event will also feature Dan and Garry Kitchen, who co-founded Audacity Games to create new Atari 2600 titles. The article also briefly mentions upcoming releases for Shift at Midnight, Philosophie du Soi, SpaceCraft, Frostrail, Town of Zoz, and Asterfel.
My first campaign in Europa Universalis 5 may have ruined the entire series for me
Despite its potential for deep historical simulation, Europa Universalis 5 suffers from a lack of faction differentiation and numerous bugs, making it feel repetitive compared to its predecessor, Europa Universalis 4. The author found their first 93-hour campaign as Castile engaging but ultimately unsatisfying, leading to a decision not to play again due to the absence of unique national ideas and mission trees.
SGJ Podcast #513 – Campaigns vs. Sandboxes and Which We Prefer
This podcast episode discusses the preference between campaign-driven and sandbox-style video games. The hosts also touch upon their use of new recording software, Riverside, and mention upcoming topics for future episodes, including resurrected MMOs.
Decades ago, Gabe Newell revealed that Super Mario 64 influenced Half-Life, and it seems future Steam god GabeN was a lot better at Nintendo's platformer than Valve's FPS classic
Gabe Newell revealed in a 1998 interview that Super Mario 64, along with Ultima Underworld and Resident Evil 2, were significant influences on the development of Half-Life. Newell also admitted he was not particularly skilled at Half-Life's multiplayer, contrasting it with his perceived proficiency in Super Mario 64, which he later called his favorite game of all time.
Crimson Desert does what other games do backwards and that's why it's a beautiful freak of nature, says imsim…
Dinga Bakaba, studio director at Arkane Lyon, praises Crimson Desert for its unique approach to game design, noting that it functions opposite to most games by introducing new mechanics and systems gradually. He highlights how the game maintains player engagement through friction and depth, rather than rapid consumption, a quality he finds appealing for immersive sim enthusiasts.