Game Design
Ongoing coverage on Game Design.
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Resident Evil creator Shinji Mikami believes devs need to "make games that leave people wanting to clear them with their own hands" rather than being content watching a playthrough
Resident Evil creator Shinji Mikami believes that games should be designed to encourage players to complete them themselves, rather than being satisfied by simply watching a playthrough. He argues that if watching is enough, the game wasn't compelling enough. This sentiment was echoed by Dragon Quest creator Yuji Horii and Final Fantasy 7 Remake director Naoki Hamaguchi, who also expressed concerns about player agency in modern RPGs.
Sponsored Post: New ‘Silberheim Evolving Card Game’ – Extended Beta Available to Test for Free
Beyond Worlds GmbH is offering an extended free beta for their upcoming collectible card game, Silberheim Evolving Card Game, which was recently featured at Summer Game Fest 2026. The game introduces an 'Evolving Card Game' concept where player actions influence card and lore evolution, aiming for a Steam release later this year with a 'Play-to-Win' model.
Sponsored Post: New ‘Silberheim Evolving Card Game’ – Extended Beta Available to Test for Free
Beyond Worlds GmbH is offering an extended free beta for their upcoming collectible card game, Silberheim Evolving Card Game, which was recently featured at Summer Game Fest 2026. The game introduces an 'Evolving Card Game' concept where player actions influence card and lore evolution, aiming for a Steam release later this year with a 'Play-to-Win' model.
Riot went a bit "out there" with some of League of Legends' recent champions. Locke is a welcome return to what players "want."
Riot Games is releasing a new League of Legends champion named Locke, designed to be a more traditional assassin with a unique ultimate that can permanently increase its execution cap. Lead Game Designer Blake Smith explains that the team is intentionally returning to more familiar mechanics after a period of creating highly experimental champions. Locke aims to provide a distinct yet familiar experience for players, with clearer visual cues for his abilities to mitigate player frustration.
Guild Wars' devs tried to escape the MMO branding in 2005, citing all the things that would become genre staples 20…
Developer ArenaNet discussed the original Guild Wars' branding struggles, noting that despite efforts to market it as a Cooperative Online RPG (CORPG), it was widely perceived and awarded as a Massively Multiplayer Online RPG (MMORPG). This is contrasted with modern MMOs like Final Fantasy 14 and World of Warcraft, which incorporate more soloable content and NPC party systems, elements that Guild Wars originally emphasized to differentiate itself.
ZERO PARADES: For Dead Spies Review
ZERO PARADES: For Dead Spies is a narrative-driven RPG that, despite real-world controversies surrounding its predecessor Disco Elysium and its creators, stands as a compelling espionage adventure. The game features a gripping story, intricate dialogue systems that manifest as inner voices, and a complex protagonist, though its initial act can feel slow and directionless.
33 Immortals Best Weapons Guide - Best Weapon Picks
This guide details the best weapons available in 33 Immortals for its 1.0 meta, focusing on the Bow of Hope, Glaive of Temperance, and Sword of Justice. The article highlights how each weapon's unique mechanics can enhance player runs in the action roguelike.
Bite Sized Reviews: Demon Lord
Demon Lord: Just a Block is an indie roguelite that successfully blends grid-based movement, turn-based tactics, and action combat with a humorous narrative. Despite minor balance issues with some power-ups and a few interface glitches, the game offers engaging tactical gameplay and a satisfying progression loop for its reasonable price.
Gothic 1 Remake Review - Real power must be earned
The Gothic 1 Remake is a faithful adaptation of the 2001 cult classic, retaining its challenging difficulty and immersive world while updating the control scheme. Despite some performance issues and a confusing lockpicking minigame, the remake successfully captures the essence of the original RPG, making it more accessible to modern players.
MMO Week in Review: ArcheAge’s revival, Guild Wars’ CCG
This week's MMO news roundup covers a variety of topics including Guild Wars receiving a CCG in China, ArcheAge's revival, and Richard Garriott's efforts to regain Ultima copyright. It also features updates on Tomo Endless Blue's Kickstarter success, Embers of the Uncrowned, and Diablo Immortal's new Warlock patch.
The Real Reason Modern Games Take So Long to Make
Modern AAA games take longer to develop due to escalating ambition, player expectations, and increased complexity in asset creation and quality assurance, despite advancements in development tools. Studios like Remedy Entertainment, Insomniac Games, and FromSoftware achieve faster development cycles through discipline, constraint, reuse, and efficient organizational structures, contrasting with the tendency for overreach in larger productions. The article also touches on the potential impact of generative AI on future game production.
EA Sports UFC 6 Interview – Flow State, The Legacy, Console Performance, And More
EA Sports discusses the design of EA Sports UFC 6, focusing on the "Flow State" system, "The Legacy" prologue, and an overhauled Career Mode that emphasizes player agency and narrative consequences. The interview also details technical specifications for current-gen consoles, including specific resolutions and frame rates for PlayStation 5, PlayStation 5 Pro, Xbox Series X, and Xbox Series S, with PS5 Pro receiving enhanced visual features.
ILL Won’t Make You Feel Like “An Unstoppable Action Hero,” But It Won’t Overtly Punish Either
Team Clout's upcoming survival horror game ILL aims for a challenging but not overly punishing experience, focusing on tactical resource management and scarce, degrading weapons. The developers want players to feel engaged without being unstoppable, balancing survival horror elements with fun action. ILL is currently targeting a 2027 release for PlayStation 5 and PC.
Spyro: A Realm Beyond Aims for “Zen-Like Fluidity” With Its Flight Mechanics, Says Toys for Bob
Toys for Bob is focusing on "zen-like fluidity" for the flight mechanics in the upcoming game Spyro: A Realm Beyond, aiming for seamless transitions between ground and aerial exploration. Studio heads Lou Studdert and Paul Yan discussed balancing nostalgia with innovation, drawing lessons from their work on the Spyro Reignited Trilogy and Crash Bandicoot 4: It's About Time. The game is set to launch in 2027 for Xbox Series X/S, PlayStation 5, PC, and Nintendo Switch.
Super Yooka-Laylee Kart Preview: Ex-Rare Devs Take Aim at Reviving the Spirit of Diddy Kong Racing
Super Yooka-Laylee Kart aims to revive the spirit of Diddy Kong Racing with a focus on customizable rulesets for races. These options extend to the grand prix mode, allowing for unique challenges like invisible racers or all racers being the same character, emphasizing player skill and mastery of game systems.
Shigeru Miyamoto decided Zelda dungeons aren't "really that much fun" while making Ocarina of Time, but they're what I'm looking forward to in the remake
Shigeru Miyamoto expressed doubts about the fun factor of traditional Zelda dungeons even during the development of The Legend of Zelda: Ocarina of Time. Despite his reservations, the author finds the classic dungeon designs of Ocarina of Time to be memorable and looks forward to experiencing them with modern graphics in an upcoming remake.
Gundam: Rogue Orbit Interview: A Gundam Game with a Focus on How it Feels to be the Pilot
An interview with Gundam: Rogue Orbit producers Yuya Tomiyama and Shinya Satake reveals the game's focus on the pilot experience and its aim to start a new era for Gundam video games. They discuss how the game will differ from previous entries in the franchise.
Thank you, Bungie
A writer reflects on returning to Destiny 2 after a period of anger over its perceived mismanagement and layoffs, finding solace in experiencing the game's conclusion. The author expresses gratitude to Bungie for the memories and the opportunity to witness the end of one of the greatest live service games.
RPG veteran Josh Sawyer says sometimes game designers "go overboard in removing friction"
RPG veteran Josh Sawyer, director of Fallout: New Vegas and Pentiment, believes game designers sometimes remove too much friction from their games, potentially harming the player experience. He discussed this balance while reflecting on the Spirit Eater mechanic in Neverwinter Nights 2: Mask of the Betrayer, noting that while friction can be challenging, it should also feel integral and not overwhelming.
A View from the Other Side of the Screen
An experienced software engineer details their journey into solo game development, focusing on their experience participating in the Campfire Creators Jam #2. They discuss the challenges of scope management, the impact of AI tools on productivity, and the personal satisfaction of completing their narrative game, 'Campfire Stories'.