Game Design
Ongoing coverage on Game Design.
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Assassin's Creed Black Flag Resynced Director Reveals Why Ubisoft Ditched Edward's Hidden Blade Combat
Richard Knight, director of Assassin's Creed Black Flag, explained why the game's protagonist Edward Kenway lacks some of his signature combat moves from previous titles. He also hinted that these combat mechanics might return in future installments.
Path of Exile 3.29 just shattered a fundamental rule, and I'm not talking about its new underwater combat
Path of Exile 3.29, Curse of the Allflame, introduces significant changes including the removal of socket color restrictions, a new underwater league mechanic, and the permanent addition of Mercenaries. Game Director Mark Roberts announced the removal of socket colors, a fundamental rule since the game's inception, aiming to improve build experimentation and gear upgrades. The new league features underwater exploration with air pockets, a Voyage system for crafting expeditions, and a new crafting currency called Ducats. The update also includes reworks for Abyss and Legion mechanics, and the introduction of Atlas Anomalies.
After 13 years, Path of Exile's devs are finally ready to ditch one of its most iconic and frustrating mechanics
Grinding Gear Games is removing the iconic and often frustrating socket color system from Path of Exile in its upcoming expansion, Curse of the Allflame. This change aims to reduce friction for new players and make the game more accessible. The expansion, launching July 24, will also rework Abyss and Legion activities.
007 First Light Almost Turned James Bond Into “Mr. Gadget”
Senior combat designer Tom Marcham discussed how 007 First Light initially considered more over-the-top gadgets but was scaled back to better fit James Bond's character and the game's close-quarters combat. While the game focuses on espionage tools, IO Interactive is exploring ways to expand gadget use in future updates and replayable content.
Hack And Bash: How 007 First Light Mixes High-Tech Gadgets With Old-School Brawling
007 First Light distinguishes itself by focusing on physical brawling combat over traditional shooting, reflecting Bond's origin story. Senior combat designer Tom Marcham explains how the team drew inspiration from Daniel Craig's movies and martial arts games like Sifu and Sleeping Dogs to create a grounded, improvisational fighting system. The game also balances stealth, shooting, and melee, with inspirations from titles like Batman: Arkham Asylum and Vanquish, aiming for broad accessibility.
"Far more interesting than the RPGs we see today": Nintendo's Shigeru Miyamoto preferred casual physics sandboxes to cutting-edge graphics even in 1996
In a 1996 interview, Nintendo's Shigeru Miyamoto expressed a preference for simple physics-based games over graphically intensive RPGs, citing an old Macintosh game where players adjusted cannon launch angles. He felt that the focus on high production values and justifying price tags stifled creativity and the joy of player discovery, contrasting it with the more interactive potential he envisioned for games like Super Mario 64.
Vague Patch Notes: Long-term content vs. short-term content in MMORPGs
This analysis explores the distinction between short-term and long-term content in MMORPGs, using examples from Final Fantasy XIV, Star Wars: The Old Republic, and Warframe. It argues that both types of content are crucial for player engagement and game longevity, with short-term content providing immediate experiences and long-term content offering sustained engagement.
FC 27 Reveal: Expected Trailer Release Date, Launch Window, and All Gameplay Leaks
EA Sports FC 27 is rumored to feature a social open-world hub called The Grounds and a new points-based SBC system in Ultimate Team. An official reveal trailer is expected after the conclusion of the 2026 World Cup, with a potential release date in late September 2026. Leaks also suggest multiple path choices for Evolutions and the introduction of holographic and Hall of Fame rarity cards.
'The goal of design is to efficiently communicate ideas'
This article discusses Stone Librande's 2010 GDC talk on one-page design documents as a method for efficiently communicating complex game design ideas. It highlights how this approach, inspired by various schematic formats, helps distill information for team collaboration and understanding, benefiting both designers and team members across different disciplines.
WoW Factor: World of Warcraft’s content cadence and endgame focus exhausted me – so I escaped
A long-time World of Warcraft player expresses exhaustion with the game's relentless content cadence and endgame focus, despite appreciating Blizzard's efforts to improve content flow. The author found the constant influx of new activities and the treadmill-like nature of seasonal progression overwhelming, leading them to take a break from the MMORPG. They are now looking towards potential future content like WoW Classic Plus for a more manageable experience.
PC Gamer magazine's new issue is on sale now: Duke Nukem special anniversary celebration
PC Gamer magazine's latest issue celebrates the 30th anniversary of Duke Nukem 3D and the 15th anniversary of Duke Nukem Forever with a special feature including interviews with key developers. The issue also includes a look at the best modern retro-style FPS games, previews of Soulframe and other titles, and reviews of Gothic Remake and more.
Assassin's Creed Black Flag Resynced devs already "have DLC ideas," lead confirms, but that doesn't mean Freedom Cry is coming: "It's definitely a game we remember"
Developers of Assassin's Creed Black Flag Resynced have expressed interest in creating DLC for the game, though a direct continuation of the Freedom Cry expansion is not currently planned. Game director Richard Knight confirmed that the team has ideas for future content but must balance them with updating the core game and future projects. The focus remains on Edward Kenway's story and the world of the original Assassin's Creed IV: Black Flag.
We're getting "a little bit more" of Warframe's Jade Shadows, as Digital Extremes knows Constellations "didn't give players as much as they wanted"
Digital Extremes acknowledges that the Warframe: Jade Shadows: Constellations update did not provide as much content as players desired. Community Director Megan Everett stated that more lore for Vena and Ryoku will be added later this year due to player feedback. The studio is committed to expanding the narrative of Warframe, which is known for its unique approach to storytelling in multiplayer games.
Infinity Ward aims to make MW4 even 'more immersive,' and it's already proving divisive: 'Mouse and…
Infinity Ward is focusing on "immersion" for Call of Duty: Modern Warfare 4, aiming to place players directly into the operator's boots with features like dynamic weapon positioning and realistic depth of field. However, these design choices, particularly strong visual recoil and weapon sway, have proven divisive among the community, drawing comparisons to the controversial changes in Modern Warfare 2.
MTG head designer Mark Rosewater says fans must adapt or "walk away" if they don't like Universes Beyond
Magic: The Gathering head designer Mark Rosewater stated that players who dislike the Universes Beyond crossover sets must adapt to their inclusion or "walk away" from the game. He explained that these sets have fundamentally changed the game's scope and awareness, comparing their impact to the introduction of the Commander format. While acknowledging fan frustration over the unavoidable nature of these sets in most formats, Rosewater emphasized that their popularity makes a return to the past impossible.
The Daily Grind: Which early MMO did the most to shape your MMO preferences?
This article discusses how early MMORPG experiences, particularly with Final Fantasy XI, significantly shape a player's long-term preferences and dislikes within the genre. The author reflects on how their initial strong reactions to FFXI's design philosophy influenced their subsequent gaming choices and overall playstyle.
Marvel Rivals is making some big visual changes to 'cut down on battlefield chaos' which is wonderful because my old brain can't handle that level of overstimulation
NetEase is implementing visual changes in Marvel Rivals to reduce battlefield chaos and improve clarity. This includes softening the glow of hero abilities and tuning down visual effects for Jubilee and Team-Up abilities. While the author notes some lingering visual clutter, the adjustments aim to make clashes more manageable and the game's interface less overwhelming.
I'm not bothered about hidden blades, but I do miss Black Flag's environmental finishers
The author expresses a preference for the environmental finisher system in Assassin's Creed IV: Black Flag over the updated combat in Black Flag Resynced. While acknowledging the sleekness of the new system, they miss the improvisational and messy feel of using the environment and enemy weapons to end fights, which they feel is more thematically appropriate for a pirate game.
Mario Tennis Fever update 1.1.0 brings Mario Galaxy and online GameShare
Mario Tennis Fever has received update 1.1.0, introducing a new Galaxy Court themed after Super Mario Galaxy with altered ball physics, a Black Hole Racket, and a new Galaxy Court Match mode. The update also enables online GameShare functionality via GameChat, allowing up to four players to play with a single game copy, provided they have a Nintendo Switch Online membership.
Overwatch Stadium Doesn't Have Many Fans
Blizzard Entertainment is continuing to experiment with game modes and team compositions in Overwatch. The developer plans further adjustments and tinkering with the game's mechanics.