Game Design
Ongoing coverage on Game Design.
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Shigeru Miyamoto says "I don't really play games by myself anymore," years after confirming Nintendo hires people who "aren't super passionate game fans"
Legendary Nintendo fellow Shigeru Miyamoto revealed in a recent interview that he no longer plays video games by himself, only doing so when his grandchildren visit. He also reiterated his past stance on hiring individuals with diverse interests beyond gaming, believing it fosters better game design. Miyamoto shared that he uses his own hobbies, such as music and gardening, as inspiration for his work.
Silent Hill: Townfall's dev team wrecked old TVs with magnets to make its in-game gadget feel real
The development team behind Silent Hill: Townfall, Screen Burn, used old televisions and magnets to create an authentic analogue feel for the game's in-game gadget, the CRTV. Writer and director Jon McKellan explained that running gameplay footage through damaged hardware was key to achieving this realistic effect. The article also touches on the broader revival of the Silent Hill franchise and its focus on psychological horror narratives.
Remembering Splatoon, the 2015 gamble that became Nintendo's freshest success story
This article reflects on Splatoon, Nintendo's 2015 multiplayer gamble that became a significant success despite launching on the struggling Wii U. It highlights the game's innovative gameplay, consistent post-launch support with free content like maps and modes, and engaging events like Splatfests that maintained a robust player base. The analysis suggests that Splatoon's success was due to Nintendo's focused vision and ability to keep players engaged without relying on established franchises or microtransactions.
Terra Nautica v0.3 Released news
Terra Nautica v0.3 has been released, introducing a roguelike single-player mode to the prototype game. This update features improved graphics and a new wave-based combat system where players customize their ships with destructible blocks. The game is playable in a browser and aims to test the fun factor of its core mechanics before evolving into a roguelite.
Miyamoto reveals the origins of the famous dash mechanic in Super Mario Bros.
Shigeru Miyamoto revealed that the iconic dash mechanic in Super Mario Bros. originated from a coding bug related to collision detection. He also discussed how other elements like hidden blocks and the character Cheep Cheep were developed through team collaboration and discussion, highlighting the importance of open communication during development.
10 expansions that were better than the actual game
This article ranks ten DLC expansions that are considered superior to their original base games. Titles like Dishonored's 'The Knife of Dunwall and The Brigmore Witches,' Fallout: New Vegas's 'Old World Blues,' and Mass Effect 3's 'Citadel' are highlighted for their significant improvements and compelling content.
Weekend Discussion - August 1, 2026
This weekend discussion article from Shacknews covers various topics including movies like Attack of the Killer Tomatoes and wrestling news about Rey Mysterio. It also touches on the author's personal gaming history, including work at THQ and Activision on the Guitar Hero series, and expresses a preference for platformers, puzzle games, shooters, RPGs, and games with strong narratives. The article encourages reader engagement through their comment thread and Discord server.
A Mario dev burned the handmade diorama he used to pitch a Zelda game because Shigeru Miyamoto said no: "It was…
Captain Toad: Treasure Tracker was initially conceived as a Legend of Zelda game, with developer Shinya Hiratake even creating a handmade diorama to pitch the concept to Shigeru Miyamoto. Miyamoto rejected the Zelda idea, believing the diorama was for a physical toy, leading Hiratake to burn the model in frustration. The concept was later adapted into bonus stages for Super Mario 3D World and eventually became the standalone game Captain Toad: Treasure Tracker.
Question time: What makes a 'good' grind in an MMO?
This article discusses the concept of 'grind' in Massively Multiplayer Online games, arguing that repetitive activities can be beneficial when approached with the right mindset. The author shares a personal experience with grinding for relic weapons in Final Fantasy 14, finding it a meditative and rejuvenating process. The piece explores player opinions on whether any amount of grinding is too much or if it can be a healthy part of the MMO experience.
WRUP: Under no circumstances can Kenneth be allowed to have a second magic hat edition
The Massively OP staff and community share their weekend gaming plans, with titles like Lord of the Rings Online, The Division 2, Final Fantasy XIV, and ZeroSpace being mentioned. The discussion also touches on favorite puddings and general gaming interests.
We haven't needed motion blur in games for a long time, so I wish it would stop being the default
This article argues that motion blur in video games, particularly in titles like Halo: Campaign Evolved, is an outdated and often detrimental default setting. While acknowledging its historical purpose in masking low frame rates and mimicking film, the author contends that modern hardware and techniques like upscaling make it unnecessary. The piece advocates for motion blur to be an opt-in feature rather than the default, allowing players to experience games in their purest form first.
Diskutera – Vilket spel önskade du hade co-op?
This article discusses which single-player games players wish had cooperative multiplayer modes. It highlights The Legend of Zelda: Tears of the Kingdom as an example of a game that would benefit from cooperative exploration and suggests that co-op doesn't necessarily mean a full game redesign, but could involve shared battles or exploration.
"We will continue to make CRPGs because we love them" despite new BioWare-style title, says OwlCat Games' senior lead
Owlcat Games, known for its CRPGs like Pathfinder: Kingmaker and Warhammer 40,000: Rogue Trader, plans to continue developing in the genre despite venturing into action RPGs with The Expanse: Osiris Reborn. Creative director Alexander Mishulin stated the studio's love for CRPGs drives their commitment to the genre, while also seeking to innovate and explore different approaches to RPG design.
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Filmmaker Guillermo Del Toro expressed a desire for an easier difficulty option in the roguelike game Dead Cells. The developers at Motion Twin have responded positively to his feedback and are considering implementing such features in future updates.
How a Bucket Full of Pink Cow Dung Became an Item in The Immortal John Triptych
The Immortal John Triptych, an anthology of three interconnected adventure games, features a unique design element: a bucket of pink cow dung. This puzzle item originated from an improvised design choice during the development of Death of the Reprobate, where the developer needed to fill a visual gap and ended up creating an absurd, yet memorable, gameplay mechanic. The game is set to release on Xbox on August 27.
Bulletstorm is the stupidest game ever made, and also one of the cleverest shooters ever
This article argues that Bulletstorm, despite its overtly crude and "stupid" presentation, is actually one of the cleverest shooters ever made. It highlights the game's unique skillshot system, breakneck pacing, and surprisingly layered narrative, contrasting it with more self-serious modern shooters.
Former WoW designer says Blizzard had no way to measure maximum player DPS while building early raids—so the studio enlisted its strongest sickos to grind target dummies
Former World of Warcraft designer Wyatt Cheng revealed that Blizzard Entertainment lacked robust player data for measuring maximum DPS during early raid development. To determine boss tuning, the studio had employees test classes against target dummies and manually calculated damage output. This led to the implementation of mechanics like Enrage timers to ensure players met DPS requirements, a practice that has become a staple in WoW raid design.
Final Fantasy 7 Revelation director is happy people argue about the remake trilogy because when people "get heated," it means "they see value in those elements"
Naoki Hamaguchi, director for Final Fantasy 7 Rebirth and the upcoming Final Fantasy 7 Rebirth, believes the heated online discussions surrounding the Final Fantasy 7 remake trilogy are a positive sign. He argues that passionate debates about story, characters, and gameplay elements indicate that players see value in the series. Hamaguchi also mentioned that the team is considering a physical edition for Final Fantasy 7 Rebirth.
Nintendo designed the DS and Wii to normalize "being a gamer" says Shigeru Miyamoto: "We don't say…
Nintendo executive Shigeru Miyamoto explained that the Nintendo DS and Wii were designed to normalize "being a gamer" and attract a wider audience, contrasting with the GameCube's perception as a console solely for dedicated players. He discussed how the company analyzed sales data and concluded that unique, accessible hardware interfaces were key to expanding the market beyond traditional gamers.
All the RPS Supporter rewards for July 2026: space battles, messy desks, and puzzling dreams
Rock Paper Shotgun is highlighting its exclusive content and rewards for July 2026, including articles on Assassin's Creed Rogue, Hollow Knight: Silksong, Thief: The Dark Project, and Spacefleet: Heat Death. The site also introduced a dedicated RSS feed for supporter-exclusive articles and discussed future plans, including a reader survey and Gamescom 2026 preparations.