Game Design
Ongoing coverage on Game Design.
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GTA 6’s World Focuses on “Making Everything Satirical, Larger Than Life, and More Grotesque”
Rockstar Games discussed the world design of Grand Theft Auto 6, emphasizing its satirical, larger-than-life, and grotesque nature. Open world writing director James Horton highlighted the immersive detail, while senior VP of narrative Rupert Humphries noted the focus on satire and exaggeration. The game aims for a balance between realism for immersion and convenience for players, with Take-Two Interactive CEO Strauss Zelnick reporting unprecedented pre-order numbers.
Massively Overthinking: What does a sandbox MMORPG have to do to hook you in the first two weeks?
The Massively OP staff discusses what elements are crucial for a sandbox MMORPG to retain players beyond the initial two weeks. Key factors include confidence in the game's longevity, a persistent world with diverse activities beyond combat, a sense of player mastery, and rewarding exploration without excessive punishment.
RPG legend behind Fallout: New Vegas does "everything" he can to stop save scumming, but he wishes he'd "been more cynical about player behavior" in Pillars of Eternity
RPG director Josh Sawyer discusses his approach to game design, particularly concerning player behavior and save scumming. He expresses regret for not being more cynical about player tendencies in games like Pillars of Eternity, contrasting it with solutions found in Baldur's Gate 3 and his design choices in Fallout: New Vegas. Sawyer emphasizes the importance of considering player psychology to create more engaging experiences.
'Open world fatigue' is one reason indie RPG Entropy is borrowing from the classics: 'PS1, PS2, GameCube games really never outstayed their welcome'
Lead developer James Wragg of Lovely Hellplace discusses 'open world fatigue' in modern games, contrasting it with the more concise and intentional design of older titles from the PlayStation 1, PlayStation 2, and GameCube eras. His upcoming RPG, Entropy, aims to blend simple JRPG combat with tactical elements, drawing inspiration from classics like Fallout and XCOM.
How Silent Hill: Townfall’s “Creepy Game Boy” Weaponizes Nostalgia For The Better
Silent Hill: Townfall's writer, Jon McKellan of Screen Burn, discusses how the game weaponizes 1990s nostalgia through its CRTV device, a 'Creepy Game Boy' inspired gadget. This analogue aesthetic grounds the horror experience, making the unfamiliar feel relatable and enhancing immersion.
Blizzard Isn’t Fixing Diablo 4 Season 15’s Biggest Bug
Blizzard Entertainment has announced that a significant bug in Diablo 4 Season 15, which allows players to equip more unique charms than intended, will not be fixed this season. Design director Dan Tanguay stated that while the behavior is unintended, the company wants to be thoughtful about mid-season changes that could disrupt player investments. The bug, involving the Hellfire Torch charm, has led to players being significantly more powerful.
The Elder Scrolls Online is undergoing a "renaissance," as the MMO's devs say they saw what's "been going for 12 years and decided to make some changes"
ZeniMax Online Studios is shifting The Elder Scrolls Online's content strategy away from its annual DLC model towards a new season system with varied playstyles. This 'renaissance' aims to re-engage players with less combat-focused content and new experiences like the Nowhere Vault and High Seas of Tamriel, while still planning for larger, traditional zone releases.
Indiespelklubben: Kom igång med Toem 2!
This preview of Toem 2, the latest installment from Something We Made, highlights its charming black-and-white art style and engaging photography-based gameplay. Players are encouraged to explore, solve puzzles, and capture moments with their camera, similar to the first game and inspired by titles like Pokémon Snap.
Mega Man: Dual Override Developers Dish on Designing for New and Old Players Alike
Developers behind the upcoming Mega Man: Dual Override discuss their approach to designing the game for both long-time fans and new players. The interview touches on the challenges of balancing legacy elements with fresh gameplay mechanics.
Heartworm Wants To Drag You Into A World Built From Memories
Heartworm is a lo-fi psychological horror adventure inspired by 90s survival horror games, available on Xbox One, Xbox Series X|S, PlayStation, and Nintendo Switch for £12.49. Players control Sam, who uses a camera as her primary defense against supernatural threats within a mysterious house, blending exploration and puzzle-solving with optional retro visual and control settings.
WoW Factor: Reacting to the rumors of new classes from the Blizzard survey
The author reacts to rumors of new classes being considered for World of Warcraft, based on a survey Blizzard Entertainment sent out. They express excitement for potential classes like Bard, Witch, Tinker, Illusionist, San'layn, Warden, Necromancer, and Runesmith, while offering specific opinions on each, generally favoring those that feel unique and well-integrated into the game's lore.
EverQuest II announces the Descent to Val’zyroth expansion arriving later this year
Daybreak Game Company announced the upcoming expansion for EverQuest II, titled Descent to Val'zyroth, set to release later this year. The expansion will take players into underground realms, introduce new factions, and feature a new personas system. A beta is scheduled for October 13th, with a developer livestream on November 18th.
Control Resonant's New Game++ update also squashes some of my least favourite bugs, including the one where magic doors change my trousers
Remedy Entertainment has released a significant update for Control Resonant, introducing a New Game Plus mode and numerous bug fixes. The patch addresses issues like the fast-travel glitch that reset player outfits and includes performance optimizations for lower-end hardware like the Steam Deck. Quality of life improvements, such as displaying build power ratings on the main screen, also aim to demystify the game's upgrade systems.
Songs of the Past director says it was originally 'impossible from a technological standpoint' to have Geralt's silver chain in The Witcher 3 — 'The physics and animation technology had to go a little bit forward in time'
CD Projekt Red originally could not implement Geralt's silver chain in The Witcher 3: Wild Hunt due to technological limitations, but modern advancements have made it possible for the upcoming Songs of the Past expansion. Game director Jakub Rokosz explained that the physics and animation technology had to evolve significantly over the 11 years since the base game's release. The versatile weapon will be integrated into the narrative and combat.
The Witcher 3: Songs of the Past's setting "felt like a really natural way to go", CD Projekt Red story director says, while parrying my attempts to breach the DLC's guard
CD Projekt Red story director Marcin Blacha discussed the setting and narrative direction for The Witcher 3: Songs of the Past expansion. He explained that the new region, Letten, Geralt's friend Dandelion's homeland, was chosen for its natural fit in telling new stories and exploring character dynamics. Blacha remained tight-lipped about the specific nature of the new threat Geralt will face.
Your pro controller's back buttons could be the answer to Control Resonant's spongy enemies
This article offers solutions for the 'spongy' enemy issue in Control Resonant by leveraging controller back buttons. It suggests mapping attack functions to these buttons on PlayStation 5, Xbox, and PC controllers to reduce repetitive strain and fatigue, while also touching on macro functions for combat combos. The author notes that while spongy enemies are a game design problem, hardware solutions can mitigate player discomfort.
The Witcher 3 writer says you need to 'stay true to the spirit of the original game' but find a way to bring it to a new audience using new tech with the upcoming Witcher remake
CD Projekt Red's lead writer Marcin Blacha discussed the approach to developing The Witcher Remake, emphasizing the need to stay true to the spirit of the original 2007 game while leveraging new technology to appeal to a modern audience. He highlighted the challenge of recreating the original's essence and the importance of identifying what made it good to retell the story for new players.
GTA 6 Weather Will Vary Across Leonida and Leave Traces
Rockstar Games has detailed the localized and persistent weather system for Grand Theft Auto VI, featuring dynamic clouds, hurricanes, and lingering effects like puddles. While the visual ambition is clear, the specific gameplay impacts of these weather events remain unknown. The game is scheduled to launch on PlayStation 5 and Xbox Series X on November 19.
Silent Hill Townfall ska patchas för att göra smygandet mindre frustrerande
Developer Screen Burn has announced that Silent Hill: Townfall will receive a patch to address frustrating stealth mechanics, particularly concerning the enemy known as 'The Weight'. While the game has been generally well-received for its atmosphere and puzzles, the stealth sections have been a point of contention for players.
End of Abyss Review – Dread that won’t ever leave
End of Abyss is a horror Metroidvania that immerses players in a dark, underground compound filled with mysteries and mutated enemies. While the game excels in atmosphere and provides a balanced difficulty with accessible resources, it suffers from frustrating aiming mechanics, unavoidable combat encounters, and excessive backtracking. Despite its flaws, the game offers a thrilling and memorable horror experience.