Remove AAA Remove Content Remove Cutscenes Remove Fighting
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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

This is a convenient diegetic way of locking the player in-place for a cutscene, while also priming the player for an extended cutscene. It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. Wider, spread out, less dense.

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Deathloop deconstruction / design thoughts

Radiator Blog

unlike Outer Wilds, golden loop here is heavily hard-gated by quest progression, not a "true" information game, compromise with AAA market? This fighting game health mechanic is too fussy and unreliable for a busy shooter. I think the intention is to make you scrounge around for ammo during a fight and/or swap weapons more often.

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The three most important qualities in an RPG

Keith Burgun

AAA games are first and foremost products and their “smooth functionality” is prized above all else. Here’s a handful of good examples: Final Fantasy VII : you’re part of a terrorist organization that is doing a bombing mission to try and fight back against an evil empire.

Fantasy 52