Remove AAA Remove Cutscenes Remove Game Designer Remove Puzzle
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Secrets in Videogames

Keith Burgun

Before I get started, I should make it clear which context it is that I’m talking about: single player, somewhat narrative driven videogames, like RPGs or adventure games. This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. The same is true for secrets in games.

Fantasy 52
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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.