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Deathloop deconstruction / design thoughts

Radiator Blog

This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge.

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The three most important qualities in an RPG

Keith Burgun

Games that are this massive must be made in an “assembly line” sort of way; they’re just too expensive to put actual surprises into. AAA games are first and foremost products and their “smooth functionality” is prized above all else.

Fantasy 52