Game Design
Ongoing coverage on Game Design.
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Fire Emblem: Fortune's Weave's feels like a genuine RPG epic, even if its busywork can pull me out
Fire Emblem: Fortune's Weave offers an ambitious and epic narrative with engaging tactical battles, building upon previous entries like Three Houses. However, its momentum is hampered by a convoluted time system and skippable mini-dungeon battles, despite flexible customization options.
Fire Emblem: Fortune’s Weave Is The Series’ New Peak
Fire Emblem: Fortune's Weave is hailed as the new peak of the series, offering an exceptional experience that elevates the franchise. The game's design and gameplay are praised for their quality and innovation.
Fire Emblem: Fortune’s Weave Is The Series’ New Peak
Fire Emblem: Fortune's Weave is hailed as the new high point for the series, blending deep interconnected stories with intricate RPG systems. The game features a unique sci-fi setting, a flexible structure allowing players to tackle stories in any order, and expertly designed tactical combat. Its layered narrative, gorgeous visuals, and impressive orchestral score contribute to a sprawling masterpiece.
Warlock: Dungeons & Dragons won't have waypoints, so that players can figure things out without 'blindly…
Warlock: Dungeons & Dragons will remove traditional waypoints, encouraging players to explore and engage with the game world organically. Developer Invoke Studios aims to foster player agency by replacing hand-holding with 'Mysteries' that players uncover through in-game clues and NPC interactions.
Fire Emblem: Fortune's Weave Developers Explain Why You Only Need 1 Save File — and That The Game Originally Had 8 Protagonists
The development team behind Fire Emblem: Fortune's Weave explained their decision to implement a single save file system. They believe this design choice will not negatively impact the player experience and discussed the game's original concept which featured eight protagonists.
StarCraft general manager says 'tension' was the key to designing a StarCraft game from a first-person perspective — 'Every shot matters. Everything you do matters'
StarCraft general manager and creative director Dan Hay discussed the design philosophy behind the upcoming first-person shooter entry in the series, emphasizing the crucial role of 'tension' in creating a dangerous and engaging combat experience. Unlike the original real-time strategy games, this new perspective requires players to actively protect themselves, making every action feel significant.
Wo Long 2: Wings of Ember isn't just a sequel - it's a culmination of everything Team Ninja has learned from Nioh, Ninja Gaiden, and Dead or Alive
Wo Long 2: Wings of Ember builds upon the foundations of its predecessor and Team Ninja's other titles like Nioh and Ninja Gaiden, offering a more fluid and vertical combat experience. The sequel introduces new mechanics and a steeper learning curve, promising a more rewarding challenge for players. A demo is available on PlayStation, Xbox, and PC.
Wo Long 2: Wings Of Ember Made Me Rethink My Relationship With Soulslikes
A hands-on preview of Wo Long 2: Wings Of Ember reveals significant improvements over its predecessor, particularly its open-world structure and more approachable combat tutorials. The game retains its fast-paced martial arts combat but offers more freedom for exploration and player progression, making it surprisingly engaging for players who typically struggle with the Soulslike genre.
Warlock: Dungeons & Dragons Won’t Have Waypoints to Encourage Player-Driven Exploration
Invoke Studios revealed that Warlock: Dungeons & Dragons will not feature waypoints to encourage player-driven exploration and agency. General manager Dominic Guay explained that the team wants players to engage with the world and discover things organically. The game, set for a 2027 release on PC, PlayStation 5, and Xbox Series X/S, will also include a 'Mystery' system for players to uncover.
The Blood of Dawnwalker’s Sequel May Not Feature a Timer, Says Director
Rebel Wolves director Konrad Tomaszkiewicz stated that the timer mechanic for the sequel to The Blood of Dawnwalker has not yet been decided and will be implemented only if it fits the narrative. The studio is also exploring other innovative ideas for the RPG genre and continues to address bugs and performance issues in the first game. The Blood of Dawnwalker is available on Xbox Series X/S, PlayStation 5, and PC.
Catch up on BlizzCon’s panels about the cozy housing of WoW Midnight and the new zones of WoW Forever
BlizzCon panels are now available for viewing, discussing the implementation of housing in World of Warcraft and the development of new zones for World of Warcraft Forever. The housing panel specifically addresses the challenges and progress of bringing player housing to the retail game, while the other panel touches on the evolution of existing zones and the creation of new ones for the upcoming version.
Diablo 5 senior game director says 'the continued passion' is the reason Diablo 2: Resurrected exists and has allowed Blizzard to look at it for modern inspiration — 'Because it exists today alongside Diablo 4, we can look at it through today's lens'
Diablo 5's senior game director, Joe Shely, stated that the success and continued passion for Diablo 2: Resurrected has allowed Blizzard to draw modern inspiration from it for the upcoming sequel. The team can now look at Diablo 2's elements through a contemporary lens, utilizing its itemization and recent features as a guide for Diablo 5's development.
Bungie's mantra was "I love playing Destiny. I hate that it’s not better" in the MMO's early…
Former Bungie VP Mark Noseworthy reflected on Destiny's The Taken King expansion, calling it his personal favorite and a high point for the game. He described the development mantra as "I love playing Destiny. I hate that it’s not better," highlighting the game's constant struggle to reach its full potential despite its strong core appeal.
Open-world D&D game Warlock doesn't have AAA-standard waypoints because the devs want players to feel that "when they found things, it was based on their actions"
Warlock, an open-world Dungeons & Dragons game from Invoke Studios, is intentionally omitting AAA-standard waypoints to encourage organic exploration and player agency. General manager Dominic Guay explained that the goal is for players to feel their discoveries are based on their own actions, not just following a marker. This design choice contrasts with games like Marvel's Wolverine and draws parallels to Red Dead Redemption 2's rumored pro-exploration settings.
Soulframe is already nailing down its storytelling formula with Preludes 16
Digital Extremes' upcoming fantasy game Soulframe is impressing with its narrative potential, as seen in its latest Preludes pre-alpha update. The update focuses on 'Warsongs,' major story drops that flesh out the main character, the Envoy, through gameplay sequences that shift between multiple perspectives, including playable sections as the Envoy's mother and even a beaver. While combat and progression systems are still in early development, the game's storytelling, visuals, and music have generated significant interest.
Dark Tactical Roguelite Order Automatica Launches on Mobile
Order Automatica, a dark tactical roguelite with automated battles, has launched on the Google Play Store for a discounted price of $4.79. The game features a 3x3 ritual grid where players position units and prepare for battles against demonic enemies, with deep strategic choices influencing outcomes. It also includes unit unlocks, light meta-progression, and multiple difficulty modes.
Diablo Discussion w/Devs: Diablo V, Season of Hell’s Legacy, and The Amazon | Official XBOX Podcast
Developers from Blizzard Entertainment discuss major Diablo announcements at BlizzCon, including Diablo V, Season 15 of Diablo IV, and the upcoming Amazon class. The team highlights the game's evolution, player reception, and the creative process behind new content and future installments.
The Witcher 3 'is not untouchable,' story director says of changes in the upcoming remaster: 'I still find some places that I think maybe nowadays, I would do it differently'
Marcin Blacha, CD Projekt Red's vice president of narration, stated that The Witcher 3: Wild Hunt is not untouchable and can still be improved, even with a remaster and a new expansion, Songs of the Past, planned for 2027. He discussed potential changes, such as making Dandelion wiser and adding more choices, acknowledging that his perspective has evolved over time.
Valheim 1.0 Review – Back to Hunting and Building
Valheim's 1.0 update, featuring the Deep North biome and general polish, enhances the core survival crafting experience. While the building and exploration systems have some awkwardness, particularly in the Mistlands biome, the game offers a strong meditative loop punctuated by intense action. The developer Iron Gate has consistently supported the game, making its full release a robust and replayable experience, especially in co-op.
Fire Emblem: Fortune's Weave almost had 8 protagonists in a "bold" attempt to surpass Three Houses, and I'm so happy the devs talked themselves out of it
Fire Emblem: Fortune's Weave director Toshiyuki Kusakihara revealed the game was initially planned with eight protagonists, a bold attempt to surpass Fire Emblem: Three Houses. Developers ultimately decided to scale back to four protagonists to avoid overwhelming players, a decision the author agrees with, finding the prospect of eight too ambitious and potentially diluting the narrative.