Remove AI Remove Cutscenes Remove Game Designer Remove Puzzle
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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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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. This, in fact, was what my signature design style was. A bit of ACTS scripting from LegendMUD.

Sandbox 64
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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.