Game Design
Ongoing coverage on Game Design.
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Slay the Spire 2 devs explain approach to early access, confirm easier modding, win streak tracker
Developers of Slay the Spire 2 discussed their approach to the game's early access period, confirming plans for easier modding support and the inclusion of a win streak tracker. The sequel will also feature new characters and enemies.
One of Marathon's best tricks? It dodges the "Blorko" problem that doomed Concord and Highguard
Bungie's upcoming shooter Marathon distinguishes itself from recent hero shooter failures like Concord and Highguard by focusing on functional 'Shells' rather than heavily marketed individual characters. This approach allows players to engage with distinct playstyles without the pressure of immediately bonding with pre-defined personalities, a strategy that has proven challenging for other games in the genre.
How Cross-Platform Micro-Gaming is Helping Gamers Conquer Their Backlogs
The rise of micro-gaming, enabled by cross-platform technology and features like cloud saves and quick resume, is helping players tackle their extensive game backlogs. This trend allows for short, frequent play sessions on various devices, making large games more accessible and combating gaming burnout.
Greedfall: The Dying World Review – Feels More Dead Than Dying | Pixel byte
GreedFall: The Dying World is a disappointing RPG that deviates significantly from its predecessor with questionable design choices and a punitive combat system. The story takes a long time to become tolerable, and numerous bugs detract from the experience, despite some enjoyment found in exploration.
Crabmeat Review - Girt by sea
Crabmeat is a short, survival horror game developed by Searching Interactive that blends first-person perspective with point-and-click mechanics. Players take on a crab fishing mission in Antarctica to pay off a debt, managing their time and boat while dealing with aggressive crabs and environmental hazards. The game excels in its atmospheric sound design and sense of isolation, though the mouse-only movement can be clunky at times.
Just like XCOM, superhero comedy Dispatch cheats random percentages of success in the player's favor: 'anything that had over a 76% success chance would automatically succeed'
The game Dispatch, developed by AdHoc Studios, employs a mechanic similar to XCOM where random success percentages are subtly manipulated in the player's favor. This approach aims to mitigate the frustration of perceived unfairness from true randomness, though the developers noted that in the finale, these 'invisible helpers' are disabled to increase difficulty.
Yoshi and the Mysterious Book Scores Big as Nintendo Switch 2’s First Major Exclusive
Nintendo has announced Yoshi and the Mysterious Book as a Nintendo Switch 2 exclusive, set to launch on May 21st. This marks Nintendo's first major exclusive for the upcoming console, signaling confidence in both the hardware and the enduring appeal of the Yoshi franchise. The game's mysterious book theme suggests a potential shift in gameplay for the series.
Ghost of Yotei Devs Cut Zelda-Style Climbing for Thematic Reasons
Sucker Punch experimented with Zelda: Breath of the Wild-style climbing mechanics for Ghost of Yotei but ultimately removed them, deeming them thematically inconsistent with the role of a wandering ronin. This decision highlights the studio's focus on narrative and identity over popular features, contrasting with industry trends and echoing Nintendo's design philosophy of purposeful restraint.
SAROS PS5 Game Puts Character Development Front and Center
The upcoming PlayStation 5 exclusive SAROS is prioritizing deep character development to create more engaging and relatable virtual personas. Developers are leveraging the PS5's technical capabilities, such as its SSD and haptic feedback, to enhance storytelling and emotional connection with players. This focus on character-driven narratives aims to make SAROS a memorable experience in a competitive gaming market.
This Fortnite Clip Has Everyone Questioning What ‘Pure Skill’ Really Means
The Fortnite community is engaged in an ongoing debate about what constitutes 'pure skill' versus luck in the game. While mechanics like building and aiming require significant player dedication, elements such as bloom, third-party encounters, and zone RNG can heavily influence match outcomes. This tension between skill and chaos is seen by some as a deliberate design choice by Epic Games that keeps the game engaging and unpredictable for both competitive and casual players.
Ghost of Yotei Nearly Stole One of Breath of the Wild's Most Distinctive Features
Sucker Punch considered implementing a free-climbing mechanic similar to The Legend of Zelda: Breath of the Wild in Ghost of Yotei. However, the feature was ultimately cut because it did not fit the game's open-world design, leading the developers to revert to a more authored climbing system that guarantees rewards.
GreedFall 2: The Dying World review - role-playing on the Old Continent
GreedFall: The Dying World offers a compelling world-building experience with meaningful choices and diverse quest completion methods, despite its rough edges and lackluster combat. The game balances its ambitious narrative and setting with engaging environments and characters, making it a standout in the fantasy RPG genre.
Ghost of Yōtei Developers Tried Breath of the Wild-Styled Rock Climbing in Early Prototypes
Co-directors Nate Fox and Jason Connell of Sucker Punch Productions revealed that early prototypes for Ghost of Yōtei explored rock climbing mechanics similar to The Legend of Zelda: Breath of the Wild. However, the feature was ultimately cut as it did not align with the game's core concept of a wandering ronin. The developers also discussed cutting a more complex flashback mechanic due to art asset requirements.
After 2 years in early access, Greedfall: The Dying World still feels unfinished
Greedfall: The Dying World, the latest RPG from Spiders, has launched after two years in early access but still feels unfinished. Despite some ambitious elements and a beautiful world, the game suffers from a clunky real-time with pause combat system, frequent bugs, and a lack of systemic complexity, making for a humdrum experience.
Marathon ignores extraction shooter 'rules' and is better for it
Marathon distinguishes itself in the extraction shooter genre by eschewing common design tropes like safe pockets and multiple simultaneous quests. Bungie's approach prioritizes frequent PvP encounters and shorter round timers, creating a more explosive and less punishing experience compared to titles like Escape From Tarkov and Hunt: Showdown. The game's design encourages constant player interaction and quick engagements, making each match feel dynamic and engaging.
This is how RNG works as an 'equalizer' in Dispatch
AdHoc Studio's game Dispatch uses Random Number Generation (RNG) as an 'equalizer' to provide players with a chance of success even with suboptimal choices. Creative directors Nick Herman and Dennis Lenart explained at GDC Festival of Gaming how they implemented invisible boosts and adjusted percentages to ensure a fair and engaging experience, particularly in its story-driven format.
Peak co-developer Aggro Crab shares lessons in friendslop
Nick Kaman, studio head of Aggro Crab, shared insights on creating cooperative games, or 'friendslop,' using their title Peak as an example. Key design elements include mandatory social interaction for progression, first-person cameras to enhance role-playing, and unique approaches to map generation and player death that encourage continued communication.
Original founders of Bossfight Entertainment re-launch studio as Bossfight
Several companies within the game industry have announced new leadership appointments and expansions in March 2026. ProbablyMonsters added three executives to its leadership team, Kasedo Games appointed Timea Edvi as publishing director, and Sixteen Tons named Sebastian Nußuam as CCO. Microsoft Gaming, Midwest Games, and Escape Velocity Entertainment also saw new hires in key roles.
Screenbound: Getting Our Heads Around the Brain-Breaking “5D” Platformer
Screenbound is a unique platformer from Cresent Moon Games that challenges players to navigate both 2D and 3D perspectives simultaneously using a device called the "Qboy". The game blends traditional platforming elements with mind-bending puzzles that require players to switch between viewpoints to uncover secrets and progress. The demo showcases a variety of mechanics and hints at further genre-bending innovations as players unlock new "cartridges".
Review in Progress: Marathon (PS5) - Bungie's Extraction Shooter Is Brilliant, and Only Gets Better
Marathon is a bold new extraction shooter from Bungie that excels in its deep build-crafting and satisfying gunplay, offering a rewarding experience that improves the more players invest. Despite a steep learning curve and a lack of instant casual appeal, its vibrant world, solid performance on PlayStation 5, and engaging gameplay loop make it a standout title in the genre.