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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

Tweak the AI for one so the moment the goblins see you they all leap out of it and rush you. Each time you find a “Geoglyph," you watch a cutscene which shows a sliver of what happened to Zelda. Problem #3: Key Character Cutscenes Are Too Similar The story of Z:TotK is a mixed bag for me. I think that part is really cool.

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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.

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Would “Sword Art Online” Be a Bad VR Game?

Rampant Games

Cutscenes in an MMO? In the Sword Art Online: Progressive novels, certain plotlines are punctuated by forced events which are effectively cutscene events. In the stories, the game system uses AI to generate storylines, NPCs, and rewards procedurally based on real-world literature, folklore, and mythology. How would it play?

Art 52
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Darner's Digest, vol. 3: on the Yarn Spinner v2.0 release + a YS primer

Radiator Blog

Some games do all their cutscene scripting and even enemy AI in Yarn Spinner, because really, it's just a simple scripting language that does whatever you tell it to do. Nothing stops you from adding more commands, functions, markup tags, or new ways to process the script. // custom NPC AI script example?

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Sandbox vs themepark

Raph Koster

The scripting on WoC made for better combat too, because you weren’t stuck with just the built-in combat AI for your enemies. AI had more sophisticated combat tactics, because designers could add fresh behaviors to the monsters. Breadcrumbs, dialogue trees, cutscenes, progression paths. A bit of ACTS scripting from LegendMUD.

Sandbox 64
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Design review of Redfall by Arkane Studios Austin

Radiator Blog

Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. There's no Destiny-like seamless matchmaking and no Left 4 Dead style good-enough bot AI. But not really. The player never quite experiences these ideas in the game itself.

Studios 98
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The three most important qualities in an RPG

Keith Burgun

Part of what makes them so soulless is their lack of specificity: we aren’t seeing the feelings or aesthetics of any particular human, but rather the almost AI-generation-like amalgamation of what the marketing department thinks others will like.

Fantasy 52