Game Design
Ongoing coverage on Game Design.
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I Ranked Video Game Houses By How Much I’d Actually Want To Live In Them
This article ranks various video game properties based on their desirability as a place to live, considering factors like layout, facilities, location, and potential dangers. Stardew Valley's farmhouse and Animal Crossing: New Horizons' player house received high marks for customization and outdoor space, while Resident Evil 7's Baker house was rated extremely low due to its dilapidated state and horrific inhabitants. The Sims 4 was praised for its ultimate customization fantasy.
WoW Factor: World of Warcraft’s delves are the MMO endgame I’ve always wanted
The article praises World of Warcraft's 'delves' feature as the ideal MMO endgame for solo players, offering meaningful challenge and rewards comparable to group content. The author highlights how delves provide a fulfilling experience for those with limited social batteries, allowing them to fully engage with the game's mechanics and master their class without group pressure.
Valor Mortis Is A First-Person Soulslike That Tries Too Much
Valor Mortis is a first-person Soulslike that offers snappy and satisfying combat, but is hampered by a weak story and a sluggish opening. While its unique perspective and rewarding parries are highlights, the game suffers from a limited enemy pool, underutilized mechanics, and an uneven pace. The narrative, set in a novel historical period with a dark twist, is only salvaged by smaller, emotionally charged vignettes, ultimately resulting in an uneven experience.
Starfield seamless planetary landings are finally nearly a thing, thanks to one modder's tireless work
A modder named Frederik Wessberg is close to releasing a mod for Starfield that enables seamless planetary landings, removing the need for loading screens. The mod, inspired by other seamless travel mods, allows players to enter atmospheres manually, land on water, and features volumetric clouds. It is currently in development for PC and will be freely available on Nexus Mods.
Haunted Chocolatier Is For “The People In Stardew Valley That Go Into The Mines”
Haunted Chocolatier, the upcoming game from Stardew Valley creator Eric Barone, is described as an action RPG focused on adventuring, combat, and character progression, appealing to players who enjoy the more challenging aspects of Stardew Valley's mines. Barone aims to recapture the magic of Stardew Valley's development, prioritizing quality over a rushed release, with a hopeful release window within the next five years.
Balatro’s Best Trick Was Making Poker Feel Unfamiliar | Invision Game Community
Balatro successfully transforms familiar poker elements into a compelling deck-building puzzle by altering player objectives and the value of traditional hands. The game's design, which won a BAFTA award, offers a strong example of how to translate real-world activities into engaging video game experiences by preserving recognizable elements while introducing new strategic decisions.
Every Remedy game has an 'absolute evil lurking' at its core that affects the music, says Control Resonant composer, and he uses the player's 'intelligence and the ability to think' to portray the 'psychological aspect' in the soundtrack
Petri Alanko, composer for Control, discusses how Remedy Entertainment infuses a sense of 'absolute evil' and psychological depth into the soundtracks of all their games. He emphasizes that Remedy trusts players' intelligence to interpret these themes, avoiding overt guidance and instead using musical cues to evoke emotional responses.
Stardew Valley creator's new game, Haunted Chocolatier, is "more of an action RPG" than farming sim
Haunted Chocolatier, the upcoming game from Stardew Valley creator Eric Barone, will be more of an action RPG than a farming simulator. Barone stated the focus will be on adventuring, combat, and character progression, appealing to players who enjoyed the mine exploration in Stardew Valley. A release date has not yet been announced.
Riftbound: Radiance Hands-On Preview and Interview - Riftbound Embraces Complexity
Executive producer Chengran Chai discussed how the upcoming Radiance set for the card game Riftbound is poised to disrupt the meta. The preview covers hands-on impressions of the Radiance set in both Pre-Rift and sealed formats.
How a League of Legends champion becomes a Riftbound card
Riftbound's Game and Design Director Dave Guskin explains the process of translating League of Legends champions into collectible card game mechanics. The team focuses on capturing the essence of a champion's 'kit' and thematic identity, sometimes requiring significant iteration to ensure fun and faithful representation, as seen with Darius and Rengar.
Seamless Landing mod looks set to bring Starfield another step closer to No Man's Sky
A new mod for Starfield, developed by Frederik Wessberg, aims to bring seamless planetary landings without loading screens, similar to No Man's Sky. The mod replaces planet textures with actual 3D models and uses clever techniques to mask loading during atmospheric entry, allowing for a more immersive space simulation experience.
The Witcher 3: Wild Hunt – Remastered Tech Interview – Reviving a Classic, Modding, Performance, And More
CD Projekt RED and Yigsoft discuss the development of The Witcher 3: Wild Hunt – Remastered, focusing on modernization, modding support, and performance targets across various platforms. The teams aimed to improve the game while preserving its original identity, with specific details provided on graphical modes and frame rates for PlayStation 5, PlayStation 5 Pro, Xbox Series X, Xbox Series S, and Nintendo Switch 2.
How Dragon’s Dogma 2: Dark Arisen Keeps Pulling You Back In
Dragon's Dogma 2: Dark Arisen is a significant expansion that refines the base game's formula with meaningful improvements and new content. It introduces a challenging new region, Norgan, and a robust Relic system that encourages exploration and gear farming, making it feel like a natural and rewarding extension of the original experience. The expansion's design, including its recommended level and narrative integration, ensures players are well-prepared for its demanding gameplay loop.
GTA 6 Could Deliver What GTA 5 and Red Dead Redemption 2 Were Missing
Grand Theft Auto 6 aims to improve upon the mission design of previous Rockstar titles like Grand Theft Auto 5 and Red Dead Redemption 2 by offering players more freedom and multiple routes within missions. Studio co-head Rob Nelson highlighted a conscious effort to open up gameplay without compromising quality, suggesting that deviating from the 'optimal route' will not result in mission failure. This approach seeks to blur the lines between different types of content and create a more personal and replayable narrative experience.
Star Wars: Galactic Racer “Should Challenge You” or Players “Start to Tune it Out”, Says Studio CEO
Fuse Games CEO Matt Webster believes modern arcade racers like Star Wars: Galactic Racer should challenge players more to avoid them tuning out. He explained that the game balances high-intensity racing with moments of immersion and requires players to manage multiple mechanics simultaneously. Webster also noted that modern gamers can handle greater cognitive load, which is reflected in the game's complex controls and abilities.
Yahtzee is still out there being mean about videogames, and good for him
This article discusses Yahtzee Croshaw's continued work in videogame criticism through his YouTube series, Fully Ramblomatic. It highlights his particular brand of witty, often negative, commentary as a sign of deep care for the medium, noting how his well-observed praise for games like South Park: The Stick of Truth stands out amidst his critiques.
RPGs are simply better when you're an idiot
This article argues that role-playing games are more engaging when they embrace player failure and incompetence, rather than solely selling a power fantasy. It highlights how games like Disco Elysium and Baldur's Gate 3, along with tabletop RPGs, create richer narratives and more satisfying successes by allowing for mistakes and unexpected consequences.
The master of the cozy puzzle game is back, and he's destroying my free time once more in Order of the Sinking Star
Jonathan Blow's latest puzzle game, Order of the Sinking Star, is a masterfully crafted experience that blends concepts from four freeware puzzlers. The game offers a deep and engaging challenge, reminiscent of Blow's previous acclaimed title, The Witness, but with a distinct narrative focus and a unique "game design supercollider" approach.
I Gave Up My The Witcher 3 Run To Play Dressmaker, And My Life Is Better For It
The author has abandoned a playthrough of The Witcher 3: Wild Hunt to focus on the game Dressmaker, finding immense satisfaction in its creative dressmaking mechanics. This opinion piece highlights how Dressmaker offers a rewarding experience through its detailed customization and client-focused gameplay, contrasting it with more action-oriented titles.
How a major attitude adjustment saved Watch Dogs 2 from meltdown
Watch Dogs 2 successfully pivoted from the grim tone of its predecessor by embracing a more vibrant San Francisco setting and a charismatic protagonist, Marcus Holloway. This tonal adjustment, coupled with improved gameplay mechanics and a focus on player freedom, revitalized the series and made it a more enjoyable experience.