Game Design
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1666: Amsterdam has the makings of something brilliant but I came away from its preview with a bad feeling as it's early access release creeps too close for comfort
A preview of 1666: Amsterdam reveals a game with ambitious exploration and narrative ideas, set in 17th Century Amsterdam. Despite a decade in development and innovative mechanics like possessing a cat, the preview highlighted concerns about combat depth and potential bugs, particularly with a boss encounter glitching out. The game is slated for an early access release on August 25, with developers prioritizing iterative progression over perfection.
Former Assassin's Creed lead's new game has a roguelike twist with randomized abilities that reset on death, and your witchy protagonist will look great using them
Patrice Désilets, the creator of Assassin's Creed, is developing a new game called 1666: Amsterdam, which features roguelike elements. Players will discover randomized abilities found in jewelry box coffers, but these perks reset upon death, forcing a restart with a new set of skills. The game is set to launch on August 25.
1666 Amsterdam's early access launches this month, and I'm equal parts excited and worried
Panache Digital Games has announced that 1666: Amsterdam will launch its early access on August 25, 2025. The author expresses excitement for the game's witchy aesthetics and setting but also concern regarding performance issues and the potential pitfalls of early access for a single-player title.
No Game Has Ever Needed Early Access More Than 1666: Amsterdam
1666: Amsterdam, developed by Panache, shows promise with its stunning recreation of historical Amsterdam and intriguing narrative elements, but suffers from significant structural issues. The preview highlights clunky combat, baffling writing, and restrictive traversal mechanics, making its planned early access release crucial for refinement. Despite these flaws, the game's visual artistry and the director's pedigree from the Assassin's Creed series offer hope for its future.
1666 Amsterdam feels like the Assassin's Creed game that never was, and fighting witch hunters with my…
1666 Amsterdam, developed by Panache Digital Games and helmed by Assassin's Creed creator Patrice Désilets, offers a unique blend of action, stealth, and narrative. Players control Noa, a witch in 1666 Amsterdam, utilizing a broom as a melee weapon and a feline familiar named Aaron for reconnaissance and interaction. The game features a dual narrative, a novel magic system with Lux and Nux essences, and a roguelike ability progression system, aiming for an Early Access release on August 25.
If You Were Going to Start GMing
This article gathers advice from experienced individuals for those new to Game Mastering (GMing). It addresses common concerns such as balancing player freedom with story direction, increasing player engagement, choosing the right game system, and managing preparation time. The author plans to answer these questions in future posts.
The Witcher 3 devs wanted Geralt to have "no emotion," but his voice actor pushed back against CD Projekt Red:…
Voice actor Doug Cockle discusses his interpretation of Geralt of Rivia in The Witcher 3: Wild Hunt, pushing back against CD Projekt Red's initial direction for a completely emotionless protagonist. Cockle argued that an emotional core was necessary for player connection and for Geralt's character development, particularly in his relationship with Ciri. The developers eventually embraced this more nuanced portrayal as the series progressed.
How Vampire Survivors became Vampire Crawlers: Six lessons from building a game based on another developer's IP
Andreas Firnigl of Nosebleed Interactive shares six lessons learned from developing Vampire Crawlers, a spin-off of Poncle's Vampire Survivors. The article emphasizes understanding and respecting the original IP, embracing external feedback, and fostering a unified vision within the development team to create a successful game based on another studio's intellectual property.
Exploring The Creative World Of Browser Games - Walkthrough, Tips, Review
Browser games have evolved significantly from simple Flash titles to complex and engaging experiences across various genres. Technologies like HTML5 and WebGL have enabled detailed graphics and sophisticated gameplay, making the browser a powerful platform for everything from casino games and strategy titles to minimalist survival adventures and creative digital toys. This evolution highlights how innovative game design and mechanics can thrive even without traditional downloads, fostering accessible and diverse gaming experiences.
Bethesda Veteran Reveals How He Would Have Designed Starfield Differently
A former Bethesda developer, who contributed to titles like Skyrim and the Fallout series, has shared their alternative vision for Starfield's design. Their proposed approach differs significantly from the final product.
Sean Murray still loves playing the 2016 version of No Man's Sky: 'It's a little bit weirder, but…
Hello Games founder Sean Murray expresses a fondness for the original 2016 version of No Man's Sky, describing it as a more esoteric and charming experience. Despite the game's extensive evolution with numerous free updates adding features like base-building and multiplayer, Murray still finds the core feeling of solitary exploration present in the current version and enjoys the new additions like custom ship building.
The Daily Grind: How should maps and navigation be presented in MMORPGs?
This article discusses how maps and navigation should be presented in MMORPGs, with the author and readers favoring transparent map overlays similar to Diablo's. It contrasts this with more hardcore approaches that eschew in-game maps and quest markers, questioning what constitutes a 'crutch' in game design.
Sonic and the Chao Garden: Slowing Down to Rest
This opinion piece discusses the Chao Garden feature in the Sonic Adventure games, questioning its purpose despite acknowledging the cuteness of the Chao. The author expresses a personal perspective on the feature's integration into the overall gameplay experience.
Fire Emblem Pure Nintendo Podcast E174
The Pure Nintendo Podcast episode E174 discusses the latest Nintendo Direct focused on Fire Emblem: Fortune's Weave, highlighting favorite characters and classes. The hosts also touch on casting news for The Legend of Zelda movie, preview a Fire Emblem-like game, revisit Xenoblade Chronicles 2, and discuss Devil May Cry 5 on the Nintendo Switch 2.
Dela dina intryck av SULFUR
Players are invited to share their impressions of the roguelike shooter SULFUR, developed by Stockholm-based studio Perfect Random. The article highlights the game's unique humor, surprising character dialogue, varied ammunition types, and the sense of discovery within its cosmic world. Players are encouraged to discuss their preferred playstyles, builds, and any secrets they've uncovered.
Veteran Bethesda Developer Says He Would Have Done Starfield’s Planets Differently
Veteran Bethesda developer Nate Purkeypile has stated he would have approached Starfield's planet creation differently, criticizing the studio's extensive use of procedural generation. He advocates for fewer, more hand-crafted planets, drawing parallels to Mass Effect's approach and suggesting Starfield should have leaned more into No Man's Sky's dynamic content generation if pursuing a thousand planets. Despite these criticisms, Starfield has achieved over 17 million players and Bethesda plans future updates and content.
The designer of Diamond City, Little Lamplight, and Starfield's Neon thinks Bethesda's galaxy was just too big: 'I would have done a handful of planets with bespoke layouts'
Nate Purkeypile, a former Bethesda environment artist who worked on Fallout 3, Fallout 4, and Starfield, believes the galaxy in Starfield was too large and lacked bespoke design. He suggests a more focused approach with a handful of handcrafted planets, similar to The Outer Worlds, would have been more effective than the current procedural generation and stitched-together content.
Yoshi and the Mysterious Book developers talk difficulty
Developers for Yoshi and the Mysterious Book discussed the game's intentionally low difficulty in an interview with Nintendo Dream. Producer Etsunobu Ebisu, director Masahiro Yamamoto, and producer Hisashi Nogami stated the design choice was made to ensure players feel capable while enjoying the 2D platformer.
'I am a big roguelike guy, but also a fan of minimalism and elegance': Sam Barlow, creator of Her Story, guides us through the games in his Steam Library
Sam Barlow, creator of Her Story and Immortality, discusses the games in his Steam library, highlighting his appreciation for roguelikes, minimalism, and elegant game design. He shares his current playthroughs of 868-BACK and D: The Game, his enduring love for classics like The New Zealand Story and Dragon Wars, and his extensive hours in Shiren the Wanderer and Riven.
"If I was in charge of Starfield, I would have not done it that way at all" - Former Bethesda veteran would've handled the RPG's 1,000 planets very differently
Former Bethesda Game Studios senior artist Nate Purkeypile believes Starfield's approach to generating 1,000 planets was flawed, suggesting a focus on fewer, more bespoke locations instead. He argues that the current procedural generation leads to repetitive content and diminishes the sense of surprise that defines Bethesda's RPGs. Purkeypile, who worked on titles like Fallout 3 and Skyrim, would have opted for a more curated world design, drawing parallels to Mass Effect 1 and No Man's Sky.