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Game Design

Ongoing coverage on Game Design.

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Retro GamerPositive

Guillermo del Toro says "please, I beg you," make a less roguelike-y version of Dead Cells so "elderly players" can actually get through it

Filmmaker Guillermo del Toro has expressed a desire for a version of the roguelike game Dead Cells that removes the respawning mechanic, suggesting it would appeal to "elderly players." Del Toro, who enjoys games like Hades and BioShock, finds the repetition inherent in roguelikes to be a barrier to entry, despite appreciating the world and design of Dead Cells.

IGNNeutral

Dead Cells Developer Motion Twin Responds after Guillermo del Toro Begs for Version Without Respawns

Motion Twin, the developer of Dead Cells, has responded to filmmaker Guillermo del Toro's public request for a version of the game without respawn mechanics. The discussion centers on potential game design adjustments to accommodate different player preferences.

Massively OverpoweredVery positive

Desert Oasis: Black Desert’s latest content has huge implications for the future of the MMO

Pearl Abyss is implementing significant changes to Black Desert Online, focusing on quality-of-life improvements and a revised enhancement system to make the game more accessible to new and returning players. These updates, including the new Agent class and refinements to progression, signal a major paradigm shift for the MMO, aiming to balance profitability with player satisfaction and ensure the game's long-term health.

GamezeboVery positive

Interview: Rok Kernc on Ten Years of Talking Tom Gold Run

Rok Kernc, Head of Product at Outfit7, discusses the ten-year anniversary of their mobile game Talking Tom Gold Run. He reflects on the game's unexpected longevity in the competitive endless runner genre, the challenges of shifting from virtual pet games, and the continuous evolution required to maintain player engagement and address technical debt.

Massively OverpoweredPositive

Vague Patch Notes: In praise of the loneliness of MMORPGs

This opinion piece discusses the concept of loneliness in MMORPGs, arguing that games like Final Fantasy XI and World of Warcraft leverage the feeling of emptiness in their vast worlds to encourage player interaction. In contrast, games like Star Wars: The Old Republic actively try to eliminate loneliness, which the author believes diminishes the sense of a living world and the impetus for social connection.

Retro GamerPositive

Final Fantasy 14 is great and all, but Yoshi-P would "tackle completely new game designs and values" if he…

Final Fantasy XIV director Naoki Yoshida stated that if he were to develop a new online live service title from scratch, he would aim for completely new game designs and values. He explained that for the upcoming expansion Evercold, he chose to steer the MMORPG towards "change" to create more enjoyment and evolve further. Yoshida also mentioned that making sudden changes can be harmful to operations, comparing it to sharp turns while driving fast.

Rock Paper ShotgunVery positive

Your most powerful Necron unit in Dawn of War 4 is a sentient shard of a dead star god, and boy does he hate you

Warhammer 40,000: Dawn of War 4 features the C'Tan Shard of the Void Dragon as its most powerful Necron unit, a fragment of a dead star god that harbors resentment towards its masters. Senior game designer Elliott Verbiest explains that this unit's unique lore reflects the Necrons' ancient history and their complex relationship with the C'Tan, making it a compelling addition to the real-time strategy gameplay.

Retro GamerVery positive

Burying EA, Gears of War: E-Day devs say there's no "pride and accomplishment" grind, just "old-school" unlocks from playing the game

The Coalition has detailed the multiplayer approach for Gears of War: E-Day, emphasizing an "old-school" system where nearly all customization items are earnable through gameplay, avoiding the "pride and accomplishment" grind associated with games like Star Wars Battlefront 2. The studio aims to provide a fun experience for unlocking content, with only premium editions, charity bundles, and specific collaborations being exceptions to the earnable system. Gears of War: E-Day is set to release on PC and Xbox Series X|S on October 6, with multiplayer betas scheduled for August.

Retro GamerPositive

Final Fantasy 7 Revelation's endgame fights may involve some minigames, but its director is more interested in using your levelled-up characters to "overcome difficult situations"

Final Fantasy 7 Rebirth director Naoki Hamaguchi discussed the game's endgame, stating that while some minigames might be present, the focus will be on utilizing leveled-up characters to overcome difficult situations. He emphasized balancing new mechanics with the core combat system that players have developed throughout the RPG.

PC GamerPositive

Guillermo del Toro is asking for a slightly more forgiving Dead Cells, checkpoints and all, 'for the elderly…

Filmmaker Guillermo del Toro expressed his admiration for the game Dead Cells, but wished for a version with fewer respawns to accommodate older players. He shared this sentiment in an interview, also mentioning his enjoyment of games like BioShock, Journey, and Shadow of the Colossus, and his continued play of Angry Birds.

Retro GamerVery positive

"Our bosses would have stopped us," if PS2's Spider-Man was made today, says director: "There were several months of us telling our bosses 'Don't look at it yet! Don't look at it yet!'"

Former Treyarch developers Jamie Fristrom and Tomo Moriwaki discuss the challenging development of the original Spider-Man and the groundbreaking innovations in Spider-Man 2. They highlight how the team pushed boundaries with fluid web-swinging mechanics and open-world design, facing internal resistance and tight deadlines, which they believe would be impossible with today's industry standards and publisher oversight.

Rock Paper ShotgunPositive

To escalate its relationship-straining putting contests, Golf With Your Friends 2 is turning to chaos and custom courses

Golf With Your Friends 2 is in development by Radical Forge, aiming to enhance the chaotic multiplayer mini-golf experience. The sequel will feature fewer initial courses but introduces a 'Chaos mode' with dynamic variations and modifiers, alongside an improved level editor inspired by UGC platforms like Roblox and Fortnite Creative. Crossplay will be supported across all platforms, with user-created levels shared via Mod.io.

Two Average GamersPositive

How Long Is Palworld 1.0? Real Playtimes for Busy Gamers | Two Average Gamers

Palworld 1.0, released on July 10, 2026, offers a significantly expanded experience compared to its early access version, with playtime estimates ranging from 30-40 hours for a rushed playthrough to over 150 hours for full completion. The game's main story and leveling are now intertwined, requiring players to reach the level cap of 80 to see the ending. Pocketpair has introduced customizable world settings, allowing players to adjust experience gain, capture rates, and other factors to tailor the playtime to their preferences.

The Xbox HubPositive

Megaways, Megapots and the Pokie Mechanics Defining 2026

The article analyzes how slot machine mechanics like Megaways, cascades, and Megapots are defining the future of the industry in 2026, drawing parallels with mobile gaming trends. It highlights the importance of clear interface design for these complex features, especially on smaller screens, and notes the increasing digital fluency of players.

EurogamerNegative

Halo: Campaign Evolved's 'death barriers' and ungenerous out-of-bounds restrictions are making the 42 skull grind a real bore

Players are expressing frustration with the restrictive 'death barriers' in Halo: Campaign Evolved, which punish exploration and conflict with the game's collectathon-style skull hunting. Unlike previous Halo titles, the remake's out-of-bounds restrictions are seen as overly harsh, with some suggesting a 'death timer' similar to Halo Reach as a more player-friendly alternative.

Retro GamerVery positive

Hideo Kojima says he was "blown away" by surprise horror hit Backrooms, which reminds him of "pseudo-3D…

Hideo Kojima expressed his admiration for the surprise horror hit Backrooms, comparing its atmosphere to early pseudo-3D games from the 2D era. He praised the film's art direction, which he felt cleverly incorporated elements of art, architecture, and psychology to evoke a sense of confinement and anxiety. The article also touches on the film's success and its director's cut.

IGNPositive

Cyberpunk 2077 Quest The Hunt and Its Creepy Cartoon Was Meant to Feel Like True Detective

Developers of Cyberpunk 2077 have shared insights into the creation of the game's 'The Hunt' quest, revealing that its unsettling cartoon segment was inspired by the tone of True Detective. This discussion highlights ongoing developer commentary on the game's design elements years after its release.

Gaming BoltVery positive

Marvel Tōkon: Fighting Souls Could Be Much Bigger Than Anyone Expected

Marvel Tōkon: Fighting Souls, developed by Arc System Works, is poised to be a significant entry in the fighting game genre with its intuitive mechanics, striking visuals, and innovative 4v4 tag-team system. The game aims to balance accessibility for newcomers with the mechanical depth required by competitive players, featuring a simplified control scheme alongside intricate mechanics like team orders and resource management. While potential concerns exist regarding the launch roster size and monetization, the game's ambitious design and Sony Interactive Entertainment's backing suggest it could set a new benchmark for tag-team fighters.

Gaming BoltVery positive

Why Resonance: A Plague Tale Legacy Deserves More Attention

Resonance: A Plague Tale Legacy shifts focus to Sophia's past, exploring her origins and expanding her abilities beyond the stealth-focused gameplay of previous titles. Set in Crete, the game introduces a more vibrant visual style and a combat system inspired by titles like Ghost of Tsushima, aiming for a blend of accessible challenge and fluid action. Developers Asobo Studio are also incorporating intricate puzzles and optional dialogue prompts to guide players, promising a fresh yet familiar experience for the franchise.

Retro GamerPositive

OG Fallout was "entirely different" from foundational RPGs like Ultima because those games "expect you to be good," says co-creator: "Fallout has no such expectation"

Original Fallout co-creator Tim Cain discusses how the series' focus on exploring the ethics of a post-nuclear world, with its absence of authority and gray morality, differentiates it from foundational RPGs like Ultima. He emphasizes that Fallout's core appeal lies in allowing players to make their own choices and face the consequences, rather than expecting them to adhere to a predetermined moral code.