Game Design
Ongoing coverage on Game Design.
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I'm glad they didn't release Subnautica 2 all at once—the episodic early access structure has me even more excited to explore its alien ocean
The author expresses excitement for Subnautica 2's episodic early access structure, finding the current content satisfying and anticipating future updates. Despite some initial concerns about the game's EULA and the limited playtime of the first episode, the game has been a commercial success, selling 2 million copies. The game's focus on gradual exploration and discovery within its alien ocean setting is highlighted as a key strength.
Going Hands-On With Outward 2’s Closed Beta—Once More Unto The Breach
Nine Dots Studio CEO Guillaume Boucher-Vidal discussed the immersive and challenging design philosophy of Outward 2 during a hands-on preview. The game, set to launch on PC on July 7th, 2026, aims to provide an authentic experience of being a normal human in a hostile world, focusing on immersion over player power. This preview highlighted a new starting area in Simeon's Bastion, offering players more avenues to learn survival mechanics and reclaim stolen items.
We chat Black Flag Resynced with Game Director Richard Knight about removing modern-day segments
Game Director Richard Knight discusses Ubisoft Singapore's remake of Assassin's Creed IV: Black Flag, titled Black Flag Resynced. He explains the decision to remake Black Flag over earlier titles, the exclusion of modern-day segments, and the use of the Anvil engine to enhance gameplay features. The game is set to release on July 9th for PC, PlayStation 5, and Xbox Series X|S.
Assassin’s Creed Black Flag Resynced is “Definitely a Remake”, Says Design Director
Ubisoft Singapore design director Julian Koch confirmed that Assassin's Creed Black Flag Resynced is a remake, not a remaster, due to significant changes in gameplay mechanics and visual fidelity. The developers rebuilt the game from the ground up while aiming to remain authentic to the original's action-adventure spirit and narrative. The remake, launching July 9th for PC, PlayStation 5, and Xbox Series X/S, will also feature a reduced emphasis on the modern-day storyline.
Peak boss doesn't mind us calling it friendslop: 'Why not make a game where the point is to hang out with your…
Aggro Crab studio head Nick Kaman discusses the term 'friendslop,' a label for inexpensive co-op games focused on social interaction. Kaman embraces the term, seeing it as a useful descriptor for a genre that gained prominence following COVID-19, with games like Peak, Among Us, and Lethal Company facilitating social connections through gameplay.
Eiji Aonuma believed it was his "fault" that The Wind Waker wasn't as meaty as other Zelda games
The Legend of Zelda series producer Eiji Aonuma expressed that he felt responsible for The Wind Waker's perceived lack of content, attributing it to the need to make the game more compact for its release. He aimed to avoid a similar impression with future titles. The article also briefly mentions Shigeru Miyamoto's desire for horseback combat in Twilight Princess.
Former Star Fox character designer thanks Miyamoto for Star Fox revival at BitSummit
Original Star Fox character designer Takaya Imamura expressed gratitude to Shigeru Miyamoto for the franchise's revival, mentioning its presence on the Nintendo Switch. Imamura also discussed the reasoning behind the animal choices for the main characters in a recent interview with EDGE magazine.
World of Warcraft was a "savior" for the creator of Journey, and "beautiful moments" between Horde and Alliance players inspired his own games
Jenova Chen, founder of thatgamecompany, revealed that moments of cooperation in World of Warcraft inspired the multiplayer design of his games, Journey and Sky: Children of the Light. He found solace in the MMO during a lonely period in the US, experiencing wordless interactions with other players that led him to create games fostering judgment-free connections.
Former Dying Light lead knew Techland devs were "not afraid to do things differently" as soon as he found out…
Former Dying Light franchise director Tymon Smektała shared his early impressions of the game's unique parkour system, highlighting Techland's willingness to deviate from convention. He recalled how the unconventional jump control scheme, mapped to the right bumper, was an early indicator of the studio's innovative approach to game design. Smektała also touched upon the importance of player feedback, even when it might be misguided.
14 years ago we published our Elder Scrolls 6 wishlist, and honestly? It still holds up
This article revisits a 2012 PC Gamer wishlist for The Elder Scrolls VI, noting how many of its predictions and desires still hold relevance 14 years later. It discusses potential features like returning to the Iliac Bay, exploring Akavir, and incorporating deeper NPC reactivity and companion systems, comparing them to elements found in Bethesda's later titles like Fallout 4 and Starfield.
Crying over Final Fantasy 10 was one of the moments that inspired the creator of a PS3 classic to make games: "It's so beautiful and it's so melancholy"
Jenova Chen, the designer behind games like Flower and Journey, has revealed that his decision to pursue game development was partly inspired by the emotional impact of Final Fantasy 10. He described a moment where he was moved to tears by the game's story and characters, likening the experience to how impactful art can change one's perspective on life.
All Access
This article discusses the challenges of making the Warhammer 40,000 franchise more accessible to new players. It explores how the complex lore and gameplay mechanics can be a barrier to entry for those unfamiliar with the universe.
Saturday Postmortems/Retrospectives
This retrospective reflects on the highs and lows of the live service game Destiny 2, acknowledging its significant impact and mixed legacy. The article discusses the game's evolution and its place in the player's personal gaming history.
PC Gamer's MMO readers are, according to you, fashion-forward healers who like your keybinds, and I couldn't…
This article analyzes reader demographics for PC Gamer's MMO column, 'Terminally Online,' based on reader polls. The data suggests that the readership primarily consists of players who prefer playing healer roles, value in-game fashion as the 'true endgame,' and are generally patient with dungeon run pacing. A significant portion also holds nostalgic views towards classic tab-target MMO mechanics.
Cryptic’s Jack Emmert on hungry MMO fans and games that are ‘basically features, but without any soul’
Cryptic Studios' Jack Emmert believes the MMORPG genre still has a strong audience, citing games like New World and World of Warcraft. He argues that many new MMORPGs fail due to a lack of focused design, resulting in "features without any soul" and bloated budgets, which publishers often push for.
Shin Megami Tensei III Nocturne TTRPG Will Return
Hobby Japan announced that the TTRPG rulebook for Shin Megami Tensei III Nocturne will be restocked in June 2026, with pre-orders closing on June 10, 2026. The 372-page book includes the Tokyo Conception and Supplement: Labyrinth of Amala, edited for this re-release, and can be played by three to five players and a game master. It is designed for newcomers to the franchise and features Demon Negotiation.
The director of the best Splinter Cell game reckons that modern lighting engines are making stealth games 'so much…
Clint Hocking, director of Splinter Cell: Chaos Theory, believes modern lighting engines make stealth games harder to read. He argues that the realistic, diffuse shadows in contemporary games obscure player visibility compared to the clear, baked lighting of older titles like Thief. Hocking suggests that developers aiming for pure stealth experiences with modern graphics need to carefully consider how to implement lighting.
A bittersweet farewell to Destiny 2, one of the best - and worst - games I've ever played
This opinion piece reflects on the decade-long journey of Destiny 2, highlighting its highs and lows from its PlayStation 4 launch to its current state. The author expresses a bittersweet farewell, attributing the game's decline to a prioritization of profit over player loyalty and staff well-being, while acknowledging its significant impact on their life and the broader gaming industry.
What we've been playing - "I'd like to shout out a fun game you can only really do on the road"
Several individuals share their recent gaming experiences. Bertie discusses the impressive character musculature in Diablo 4's new expansion, Lord of Hatred, on PlayStation 5. Connor details playing Old School RuneScape on PC during a work trip and observing others play games like Balatro and Monopoly Go! on mobile. Kelsey mentions squeezing in sessions of Subnautica 2 on PC with friends despite moving house and the game being in Early Access.
Best Co-op Games for Couples Who Hate Toxicity (2026) | TAG
This list compiles cooperative games designed for couples to enjoy together, specifically addressing and mitigating common sources of toxicity. The games featured ensure private sessions or easy matchmaking closure, accommodate varying skill levels without penalizing less experienced players, and foster positive shared experiences rather than conflict.