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

Radiator Blog

It's probably not worth the hassle for a solo indie. 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's not uncommon to walk between towns and fight like 6 different packs of wolves. Sit and listen. Expendable companions.

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Design review of Redfall by Arkane Studios Austin

Radiator Blog

You're fighting not only the privatization of public health but also reckless climate engineering! Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. Three safehouse skulls + main quest macguffin = boss fight. But not really.

Studios 98
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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.