Game Design
Ongoing coverage on Game Design.
Latest coverage
Harley’s Humongous Adventure
Harley's Humongous Adventure is an action platformer with a unique premise inspired by Honey, I Shrunk the Kids, where players control a scientist shrunk to ant size. While the game features creative level design, varied gameplay mechanics, and a distinctive claymation-sprite art style, it is hampered by inconsistent hit detection, frustrating controls, and a lack of polish, ultimately making it a decent but forgettable experience.
Nintendo veteran designer Takashi Tezuka set to retire as Executive Officer
Nintendo veteran designer Takashi Tezuka, known for directing classic titles like The Legend of Zelda: A Link to the Past and Super Mario World, will retire from his role as an executive officer on June 26, 2026. Tezuka's departure follows the recent retirements of fellow Nintendo designers Hideki Konno and Kensuke Tanabe.
Riftbound Unleashed Review: The Vault is a must-buy, but Booster Boxes still have a Legend problem
The review of Riftbound Unleashed highlights the new set's improvements, particularly the value offered by the Unleashed Vaults for acquiring epic cards. However, it notes that Booster Boxes and the prevalence of Legend cards continue to be an issue, similar to the previous set. Rule clarifications also present a challenge for players, though the overall direction of the game is seen as positive.
Saros Doesn’t Like Being a Roguelike, So Why Is It One?
Saros, the spiritual successor to Housemarque's roguelike hit Returnal, is criticized for shunning its predecessor's genre conventions in an effort to be more approachable. Despite technically featuring roguelike elements like randomized loot and levels, the game is seen as hollowed out due to stunted build variety and a lack of interlocking systems. This departure from its roguelike roots, while aiming for broader appeal, results in a discordant experience that undermines both its gameplay and narrative potential.
Kingdom Come Dev Talks Risks And Benefits Of AI And Losing Players If Games Are Too Difficult
Warhorse creative director Prokop Jirsa discussed the potential benefits and risks of using artificial intelligence in game development, stating it can be helpful for programming and concept art but is currently overhyped. He also defended the studio's approach to game difficulty, believing that overcoming challenges enhances player satisfaction, even if it means losing some players who prefer smoother experiences.
Magic: The Gathering Designers Talk Universes Beyond, Marvel, Final Fantasy, and More
Wizards of the Coast's Magic: The Gathering design team discusses their approach to the Universes Beyond sets, including partnerships with properties like The Lord of the Rings, Final Fantasy, and Teenage Mutant Ninja Turtles. They detail the vetting process for thematic and mechanical fit, how these collaborations can inspire new game mechanics, and their strategies for balancing established Magic lore with external IPs to appeal to both veteran and new players.
Kingdom Come: Deliverance 2 lead designer says "friction is intentionally" in the RPG because when "you…
Lead designer Prokop Jirsa states that intentional 'friction' in Kingdom Come: Deliverance 2, such as complex quest objectives and demanding minigames, is a core design philosophy. This approach aims to increase player satisfaction by making them feel they have overcome genuine difficulties, rather than removing challenges.
Stranger Than Heaven Uses Unified Multilingual Voice Track
RGG Studio revealed that Stranger Than Heaven will feature a unified multilingual voice track instead of separate Japanese and English versions. Characters will naturally switch languages based on context to preserve authenticity, with multiple language subtitles available. The game follows Makoto Daito across five decades of Japanese history, featuring five real-world inspired locations and a unique combat system where players control each limb independently.
Path of Exile 2's complete endgame redesign is great for everyone, especially newcomers
Grinding Gear Games has detailed a complete redesign of Path of Exile 2's endgame, focusing on structure, player control, and approachability for newcomers. The 'Return of the Ancients' update introduces new league mechanics like Runes of Aldur, an overhauled Atlas passive tree, and integrated build guides. Game Director Jonathan Rogers stated that this patch is intended to be the last major update before the game's 1.0 launch, which is targeted for 2026.
Path of Exile 2's 'biggest expansion ever' reworks its entire post-campaign grind for new and returning…
Grinding Gear Games announced that Path of Exile 2's "biggest expansion ever," Return of the Ancients, will launch on May 29, reworking the game's entire post-campaign endgame. This update is the final major addition before the game's 1.0 launch later this year. The expansion introduces new quests, polished league mechanics, and a new fortress area to explore.
Old School RuneScape players riot as YouTuber's account is reset hours after finishing ridiculous 3-month grind,…
Old School RuneScape developer Jagex reset the account of YouTuber Rendi, who had achieved level 99 Slayer on a level 3 account using an exploit in the Slayer Partner system. This action, which rolled back his progress significantly, has caused community backlash, with players questioning Jagex's consistency in addressing bug abuse. Jagex has since clarified the bug and stated that affected accounts will have some XP restored.
Final Fantasy 7 Remake Part 3 Could Take the Story Even Further with DLC
Square Enix director Naoki Hamaguchi stated that downloadable content for Final Fantasy 7 Remake Part 3 is a possibility, depending on fan demand. He explained that DLC for Final Fantasy 7 Rebirth was not pursued to prioritize the development of the third installment. Hamaguchi indicated that if there is significant player interest, the company would be open to exploring post-launch content for the final part of the trilogy.
It's not just Resident Evil Requiem pulling in the numbers for Capcom, Pragmata also just crossed another impressive sales milestone less than one month after its acclaimed release
Capcom's Pragmata has achieved 2 million sales less than a month after its release, according to director Cho Yonghee. The game, which was initially announced in 2020 and experienced several delays, has been met with critical praise and is being considered a potential franchise by Capcom USA's COO Rob Dyer.
Vague Patch Notes: The complex feelings of a static MMORPG
This analysis explores the complex feelings associated with static MMORPGs, using Final Fantasy XIV and Final Fantasy XI as examples. While the ability to experience a finished game at one's own pace is valuable, the lack of future content can lead to a sense of futility and abandonment for players.
Warhorse's new creative director tells us why the secret sauce for Kingdom Come Deliverance is making things difficult for players: 'The usual answer is OK let's get rid of the friction—We don't work like that'
Warhorse Studios' creative director Prokop Jirsa discusses the studio's unique approach to game design, emphasizing overcoming player friction rather than eliminating it, a philosophy central to Kingdom Come: Deliverance and its sequel. Jirsa, who joined Warhorse as a designer with an economics background, highlights the studio's reliance on training junior staff and its focus on systemic gameplay. He also shares his cautious optimism regarding the integration of AI in game development, believing its impact will be more gradual than often predicted.
Riftbound: Unleashed Review – Riot’s TCG Keeps Getting Better
Riftbound: Unleashed, the third expansion for Riot Games' Trading Card Game based on League of Legends, is set to release on May 8th. This expansion introduces over 200 new cards, new mechanics like XP and Leveling, and two preconstructed decks featuring champions Vi and Vex. The review highlights the game's evolving complexity, engaging mechanics, and impressive artwork, making it a compelling hobby for both TCG enthusiasts and fans of the League of Legends IP.
Everything Is Crab Review – You are what you eat
Everything Is Crab is an animal evolution roguelike where players eat to gain experience, level up, and mutate with new attacks and traits. While the game offers many evolution choices and a cute art style, runs can feel repetitive due to a lack of variety in early attacks and overall progression.
Precision Platformer Jump Broke Gets Debut Demo
Independent developer YXGame Studio has released a playable demo for their upcoming precision platformer, Jump Broke. The game features a unique recoil-based movement system where players use coins to jump, requiring careful resource management and precise control. The demo is available on Steam and showcases the game's minimalist pixel art style and music from Scarlet Moon.
007: First Light isn't Hitman and IO Interactive is "really happy" people are starting to realise that
IO Interactive is pleased that players are recognizing 007: First Light is a distinct experience from their Hitman series. Developers emphasize that the James Bond title is a more linear, cinematic third-person stealth-action game, designed for a broader audience than Hitman. The team focused on elevating combat and simplifying the mental load to create a more accessible, action-packed Bond adventure.
Mixtape Dev Explains Why the Game Doesn’t Have a Streamer Mode
The developer of the game Mixtape explains the decision not to include a streamer mode, emphasizing that the game's core design and player experience are paramount. This stance suggests a prioritization of artistic integrity over features catering to content creators.