Game Design
Ongoing coverage on Game Design.
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Fable Lets You Live A Second Life, Not Just Save The World
Playground Games' upcoming Fable title, set to release on February 23, 2027, for PC, Xbox Series X|S, and PlayStation 5, will heavily feature life-simulation elements. Players can pursue romance by building businesses and improving their social standing, with hundreds of NPCs each possessing unique personalities and preferences for their ideal partner. The game will also receive its first story expansion, Order of the Hero, featuring Isabel played by Hayley Atwell.
"It's coming" Gears of War: E-Day developer reassures multiplayer fans that more information is on the way
Developers for Gears of War: E-Day have assured fans that more information regarding the game's multiplayer modes will be revealed soon. Following the game's single-player focused reveal, lead developers confirmed that details about multiplayer mechanics, including the four-player squad format and the Siege game mode, are forthcoming. The game is confirmed as an exclusive for Xbox and PC.
Lord help me, Fable's behind-closed-doors demo has got me very excited
A preview of Playground Games' Fable reboot showcases its ambitious systems for life simulation, social interaction, and morality. The demo highlighted how player choices, from saving a talking pig to buying businesses, impact localized reputations and NPC reactions. While performance and system depth require further development, the game's focus on player freedom and British humor generates excitement for its early 2027 release.
Fable: How We Built the Living Population
Playground Games details the intricate 'Living Population' system in the upcoming Fable game, where over 1,000 NPCs possess unique personalities and schedules that evolve independently of the player. The developers opted for hand-crafted NPCs to ensure believability, allowing players to form relationships, become employers or landlords, and even face consequences for extreme actions like killing NPCs, which the game balances to avoid unrecoverable states. This system aims to create a deeply reactive world where player choices significantly impact individual NPCs and the wider game environment, including quests and settlement traits.
I went into Halo: Campaign Evolved thinking it didn't need to exist, but after playing two levels I want full remakes of the original trilogy and Reach
Despite initial skepticism, the "Halo: Campaign Evolved" remake, built in Unreal Engine 5 by Halo Studios, offers a surprisingly faithful yet modern take on Halo: Combat Evolved. The game features stunning visuals on Xbox Series X and retains the core gameplay loop while incorporating modern features like sprinting and shield/health regeneration, making it an engaging experience for both new and returning players.
Wondering why Resident Evil Veronica has ditched the "Code" from the original's name? Capcom explains all
Capcom producer Yoshiaki Hirabayashi explained that the remake of Resident Evil – Code: Veronica has been retitled Resident Evil Veronica to align with the naming convention of other mainline Resident Evil titles. Hirabayashi stated that the development team views remakes as equally important as numbered entries and chose 'Veronica' as the most representative title. The game is confirmed to be a third-person title and is slated for release on Xbox Series X/S, PlayStation 5, and PC next year.
Archetype Entertainment founder and BioWare veteran wishes Exodus didn't look so much like Mass Effect
James Ohlen, founder of Archetype Entertainment and BioWare veteran, expressed regret that his studio's upcoming game, Exodus, bears a strong visual resemblance to Mass Effect. While acknowledging Mass Effect's influence, Ohlen hopes the team can further differentiate Exodus's look and highlight unique elements like the 'Awakened' intelligent animals and a time dilation mechanic.
SEED Preview – What If EVE Online Was The Sims?
SEED is an ambitious MMO life simulation game that aims to blend the persistent online world of EVE Online with the indirect control of The Sims. Players create Seedlings with routines and commands, build towns from scratch, and manage complex supply chains. The game features player-driven economies and governance, with an emphasis on cooperation and specialization. SEED launches in early access on July 21 for PC via Klang Games' launcher, priced at $30, with a Steam Early Access release planned for later this year.
Alien: Isolation 2 is Poised to Deliver Another Bold Chapter in Survival Horror
Creative Assembly has provided a hands-on preview of Alien: Isolation 2, showcasing its prologue at Summer Game Fest. The sequel expands on the original's survival horror formula by introducing new environments, including hostile exteriors, and a new protagonist named Blake. Developers Al Hope, Ana Sopikova, and James Green discussed how the game aims to balance tension and player agency, emphasizing distraction and escape over combat.
‘We Wanted To Match the Original and Go Beyond’ – Alien: Isolation 2’s Director on Improving a Survivor Horror Icon
The director of the unannounced Alien: Isolation 2 discusses the long development cycle and the ambition to surpass the original game's survivor horror experience. The focus is on improving upon the established mechanics and narrative.
Are Games Getting Longer? The 2026 Data | TAG
Analysis of game length data from 2010-2026 reveals a significant increase in typical playthrough times, with the median notable release growing from approximately 16 hours to 25-27 hours. This trend is attributed to the prevalence of open-world design, marketing emphasis on content hours, and the influence of live-service models, leading to a decline in shorter, finishable games and contributing to player backlog guilt.
Final Fantasy 7 Revelation Will Address Rebirth's Excessive Minigame Problem
Final Fantasy 7 Revelation director Naoki Hamaguchi has addressed concerns about the abundance of minigames present in Final Fantasy 7 Rebirth. While the number of minigames will not decrease, Hamaguchi stated that Revelation will feature clearer signposting of rewards, with many minigame incentives shifted towards cosmetic items rather than combat progression to allow players to avoid them if they choose.
The Counter-Intuitive Nature of Metal Gear Solid
The author discusses the counter-intuitive nature of Metal Gear Solid, highlighting how its emphasis on stealth and restraint challenged their previous reliance on firepower and quick reflexes. This forced patience and thoughtfulness ultimately made them a better gamer. The article draws parallels to the spiritual journey of following Christ, which also requires a rewiring of natural instincts and surrendering to His way.
With Guild Wars 3 announced at long last, here's why its beloved predecessor has survived the test of time
ArenaNet has announced Guild Wars 3, prompting a discussion on the enduring success of its predecessor, Guild Wars 2. Game director Joshua Davis attributes Guild Wars 2's longevity to early design decisions prioritizing horizontal progression and respecting player time, allowing players to return without feeling obsolete. The game's strong art direction, which focuses on cohesive visual storytelling over chasing the latest technology, also contributes to its lasting appeal.
Death Stranding movie director Michael Sarnoski says we may see some characters from the games despite the adaptation being "very much its own thing"
Director Michael Sarnoski is currently writing the script for the Death Stranding movie adaptation, which he describes as "very much its own thing" but may include characters from the games. Sarnoski praised Hideo Kojima's deep knowledge of cinema during their collaboration on the project, which is being developed by A24.
"Even dry and lost places can flourish with a little care": Waterful is a gentle, beautiful puzzler about drawing rivers that makes me yearn for something overwhelming
Waterful is a gentle, colorful puzzler where players draw rivers through procedurally generated landscapes to cultivate vegetation and attract creatures. Developed by solo developer Lenja Kaufmann, the game draws comparisons to titles like Dorfromantik and Terra Nil. While praised for its calming nature and creative potential, the author notes a lack of overwhelming challenge, a key element they feel is missing from a true 'river game'.
Outward 2 Open Beta Is Live on Steam Until June 22 — Too Much Gaming | Video Games Reviews, News, & Guides
The open beta for Outward 2 is currently live on Steam until June 22, allowing players to test a version of the game that includes dungeons, challenging enemies, and co-op features. While the beta offers a glimpse into the action RPG's design, it is noted to be rough with technical issues and optimization problems, reflecting its early state. The game emphasizes survival mechanics like managing hunger and thirst, with no fast travel and a penalty for death, aiming to provide a challenging sense of adventure similar to its predecessor, in preparation for its early access launch on July 7.
Mina the Hollower Modifiers were partially an effort to make the game more 'kid-friendly'
Director Sean Velasco stated that some modifiers in Mina the Hollower were implemented to make the game more accessible for children. He noted that many children found Shovel Knight too difficult, prompting the inclusion of easier options in his new game.
gen ATLAS Name Has Many Layered Meanings, Says Fumito Ueda
Fumito Ueda, creator of Shadow of the Colossus and The Last Guardian, discussed the layered meanings behind the title of his new game, gen ATLAS. He explained that 'gen' can refer to genesis, genes, or generation, while 'ATLAS' can mean a world map or the first cervical vertebra, a concept reflected in the robot head design. Ueda also noted that gen ATLAS will share more tonal similarities with Shadow of the Colossus due to its balance of action and exploration, rather than The Last Guardian. The game is in development for PC, PlayStation 5, and Xbox Series X/S, with a PC release exclusive to the Epic Games Store.
God of War Laufey Director Says Phranque and Rue Are Important for Story and Gameplay
Director Ariel Lawrence discussed the inclusion of characters Phranque and Rue in God of War Laufey, stating they are crucial for both story and gameplay mechanics like combat, traversal, and puzzles. Lawrence revealed that Phranque, a cosmic jelly cube, was an early concept by Cory Barlog and a significant element for the Santa Monica Studio team. The game is in development exclusively for PlayStation 5, with rumors suggesting a release sooner rather than later.