Game Design
Ongoing coverage on Game Design.
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Donkey Kong Bananza May Influence Future Projects, But Producer Says Freshness is the Real Standard
Nintendo producer Kenta Motokura stated that ideas from Donkey Kong Bananza may influence future projects, similar to how Super Mario Odyssey influenced Bananza's development. The focus remains on delivering fresh experiences to players, with the game featuring unique mechanics like Pauline's singing power. The article also mentions the paid DLC, DK Island and Emerald Rush, which adds a roguelike mode and limited-time events.
Marathon’s Increased Audio Range of Player Gunfire Was “An Overcorrection,” Bungie Working on Fixes
Bungie is working on fixes for Marathon's increased audio range for player gunfire, acknowledging it was an "overcorrection" that led to excessive chaos. Future updates will adjust the range to maintain situational awareness without being overwhelming. The developer is also planning long-term PC improvements and has increased stack sizes for ammo and salvage in the Vault.
Eye of the Match is Papers, Please, Severance, and Pro Evolution Soccer 2 mixed up into an enticing concotion
Eye of the Match is a unique upcoming game where players act as a virtual football referee, using game mechanics inspired by Papers, Please to call fouls based on real football rules. Developed by Mix and Jam, the game draws aesthetic inspiration from Severance and Pro Evolution Soccer, with a focus on simulation and rule interpretation rather than direct player control.
Old School Realms - A Realm of the Mad God Private Server
Old School Realms has launched as a private server for Realm of the Mad God, focusing on fast progression, persistent dungeons, and a fame-based marketplace. The server aims to provide a classic private-server feel with features like quick leveling, repeatable dungeon farming, and account progression, and is actively seeking players for feedback and population.
Total Chaos is a relentlessly bleak and occasionally terrifying remake of one of Doom's greatest mods, though its…
Total Chaos is a remake of a Doom 2 mod, rebuilt in Unreal Engine 5 by its original creator Sam Prebble. While it excels in atmosphere and environmental puzzles, its combat and narrative elements are less successful compared to its predecessor and modern survival horror titles.
Persona Meets Mario: What Today's Gaming Mashups Teach ... | TAG
Developers of Donkey Kong Bananza admit the game's 'Elephant Bananza' transformation feature may have gone too far, while Nintendo clarifies the elephant mechanics in Super Mario Bros. Wonder were coincidental. Separately, X-Men '97 season 2 hints at its release date through a new comic series, and Ghost of Yotei's free online mode 'Legends' is praised for its quality. The article also touches on Starfield's composer, Pokémon TCG's new set, and rising V-Bucks prices.
Question time: How many of you actually care about going fast in an MMO dungeon?
This article discusses the player tendency to optimize for speed in MMORPG dungeons, particularly in World of Warcraft's Mythic+ system. It questions whether players truly care about fast dungeon runs outside of endgame content, contrasting it with the more relaxed pace found in Final Fantasy 14.
Arc Raiders and Marathon Finally Taught Me to Let Go of My Loot
The author expresses disappointment with the development focus for Arc Raiders and Marathon, suggesting that resources are being misallocated to features like AI voices and temporary mutations instead of core elements like "arc, weapons, and maps." The article argues that updates should prioritize fundamental gameplay improvements over cosmetic or transient additions to ensure the longevity of the games.
Clair Obscur: Expedition 33 writer says picking an ending is like choosing "my favorite child," but ultimately the finales are "two sides of the same coin"
Jennifer Svedberg-Yen, lead writer for Clair Obscur: Expedition 33, described choosing between the game's two endings as difficult, comparing it to selecting a favorite child. She explained that the endings, Verso and Maelle, were written in tandem and are meant to be understood together as two sides of the same coin.
I'm slowly trying to reverse-engineer Marathon's incredible art style - and have come to realise why I love it
This article analyzes the distinctive art style of the game Marathon, exploring how its layered aesthetic, inspired by various sources like Iceland landscapes, global supply chains, and retro-futuristic designs, creates a unique and coherent visual experience. The author details how elements from different inspirations are combined to evoke a sense of complex logistics and manufacturing within the game's surreal sci-fi setting.
Talking Point: What Are You Playing This Weekend? (14th March)
Nintendo is suing the government over tariffs, MAR10 Day brought announcements for Yoshi and the Mysterious Book and Mario Wonder, and new Mario Lego sets are coming in 2027. Long-time WarioWare director Goro Abe has left Nintendo. Staff share their weekend gaming plans, with Pokémon Pokopia, Monster Hunter Stories 3, and We Love Katamari being popular choices.
Behind the Magic of Game Design
This article discusses the importance of reader support for independent, ad-free gaming journalism. It highlights how donations directly fund authors and help maintain the publication's editorial integrity.
Research shows over 90% of gamers find playing with AI-powered NPCs to be "enjoyable and rewarding"
Research indicates that over 90% of gamers find playing with AI-powered NPCs to be an enjoyable and rewarding experience. While some players express concerns about AI's impact on creativity, the technology offers potential for entirely new types of interactive gaming experiences.
Research shows over 90% of gamers find playing with AI-powered NPCs to be ″enjoyable and rewarding″
Research indicates that over 90% of gamers find playing with AI-powered NPCs to be an enjoyable and rewarding experience. While some players express concerns about AI's impact on creativity, its use in creating novel interactive experiences is seen as a positive development.
Today's Games Can Feel "Soulless," But Can Punch The Monkey Change That?
Richie Branson, founder of FanArcade, discusses the creation of the game Zoo Fighter, inspired by the viral 'Punch the monkey' story, and its message about animal welfare. Branson also shares insights from his time at Epic Games working on Fortnite and his broader vision for FanArcade to create culturally relevant and meaningful interactive experiences.
Shop Sim Gets Wild: Update Adds Thieves, Baseball Bats & Auto-Cashiers
The shop simulation game 'Shop Sim' is receiving a significant update that introduces new mechanics such as thieves, baseball bat combat, and auto-cashiers. Developer Xeirel has detailed changes including reduced profit margins and a reputation system that penalizes attacking innocent customers. This update aims to add more challenge and risk-reward gameplay to the cozy retail sim.
Reframed: How the Fatal Frame II Remake Scared Its Way Through Development
Game directors Hidehiko Nakajima and Makoto Shibata discussed the development of the Fatal Frame II: Crimson Butterfly remake. They shared insights into designing horror experiences and the real-life inspirations behind the game's haunting narrative.
False Alarm – Beta Sign Up | Alpha Beta Gamer
False Alarm is a 2D stealth adventure game where players embody a security specialist who infiltrates facilities to conduct risk assessments. The game features mechanics such as sneaking, creating distractions, and improvising with environmental elements when stealth fails. Beta sign-ups are now open.
Interview: Patricia Summersett on voicing Princess Zelda for nearly a decade
Patricia Summersett, the voice of Princess Zelda, reflects on her nearly decade-long tenure with the character, particularly her work on The Legend of Zelda: Breath of the Wild. She discusses the game's significance as a launch title for the Nintendo Switch and its innovative open-world design, which included introducing voice acting to a mainline Zelda title.
Baby Steps' designers trolled players by placing stacks of cans at the top of 'plausible' climbing challenges they didn't even bother testing, and players managed to climb them all—except one
Baby Steps' co-creator Gabe Cuzzillo discusses the game's design philosophy, which embraces 'indifference to the player' by including seemingly pointless collectibles and intentionally difficult, untested climbing challenges. While most challenges were eventually overcome by players, one stack of cans proved impossible, leading to creative player attempts and a unique design outcome.