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

The Bottom Feeder

In my last post about Zelda: Tears of the Kingdom (Z:TotK for short), a very popular game, I suggested that people would be interested in thoughtful criticism of slightly older games, once the dust has settled and people had the chance to calmly reflect about them. Most people don't actually care about deep dives into game design.

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

Rampant Games

So author Reki Kawahara drew on his familiarity with the games of the day and their systems to create what he thought would be a super-cool virtual reality game. Once consumer VR hit in 2015, we discovered a lot about VR game design. Cutscenes in an MMO? Worse, it can cause VR sickness. Procedural Plot Generator.

Art 52
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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. It’s stuff that single-player game designers know how to do.

Sandbox 64
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Design review of Redfall by Arkane Studios Austin

Radiator Blog

In this sense, playing a 75% finished game is more useful than playing a 100% finished game. So this post will focus on my read of the general game design and player experience. The player never quite experiences these ideas in the game itself. Similarly, you can see where the core game design wanted to hit.

Studios 98
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The three most important qualities in an RPG

Keith Burgun

Setting that up properly is an effort in storytelling, a discipline all its own distinct from game design. A much better example of anti-charm, perhaps, would be mobile Gacha games, all of which have bright and colorful characters, and yet are utterly soulless.

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.

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UEFN & HaZ Dulull- A New Dawn for Creators

Game Dev Unchained

The realms of gaming and the film industry are coming together in a harmonious convergence, as the technology and expertise of both fields are being shared and utilized to create impressive results. This was the primary discussion during the latest episode where I invited the accomplished filmmaker and game designer HaZ Dulull.

Film 98