Developers Explore Innovation, Gore, and Design Fundamentals
Studios are pushing action game boundaries and embracing extreme horror inspired by classics. Discussions also highlight efficient design communication and the nuanced art of writing for non-narrative games. Creator credit and the potential for 'suffering' in game design are also being debated.
Coverage across 5 outlets
Control Resonant Wants 'To Challenge' What’s Come Before In Action Games — IGN First
Remedy Entertainment aims to innovate within the action game genre, particularly focusing on challenging established conventions in melee combat. This deep dive explores the studio's approach to developing fresh mechanics for their upcoming titles.
Getting Ill: Understanding the grossest horror game in development and how it takes more than a few cues from Valve's seminal shooter Half-Life 2
Ill is a highly anticipated horror game developed by Team Clout and published by Mundfish, noted for its extreme gore and detailed visuals. Director Maxim Verehin draws inspiration from Half-Life 2 for its physics-based combat and immersive storytelling, aiming to create a visceral and interactive experience. Despite its shocking content, the game also incorporates crafting and exploration elements, with a planned release for PC, Xbox Series, and PlayStation consoles around 2027.
Issues and Activism
This article discusses issues surrounding creator credit in game development, specifically questioning who should be acknowledged for the game 'Order of the Sinking Star' and its source material. It also touches on the recognition of game designers.
'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.
The art of game writing in 'non-narrative' games
Veteran game writer Emma Kidwell and narrative designer Harrison Pink discuss the role of writing and narrative design in games that are not primarily story-driven, such as strategy or multiplayer titles. They explore how even simple narrative elements can complement complex gameplay systems and enhance player experience.
Quoteworthy
Developers of Slay the Princess suggest that video games could benefit from incorporating more 'suffering' into their design. Separately, Take-Two Interactive's CEO stated there are no announcements regarding an L.A. Noire sequel, but the company is always evaluating its existing IPs.
Saturday Interviews
Cuba's upcoming indie game, titled 'Game', is being developed with themes of fear, family, and the sun. The article discusses the inspirations behind the project.
Behind the Magic of Game Design
This article discusses the importance of reader support for independent, ad-free gaming journalism. It highlights how donations directly fund authors and help maintain the publication's editorial integrity.
Into the Black
This article discusses common design mistakes in game development, drawing parallels to historical design failures. It explores principles of effective game design theory.