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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. Expendable companions.

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

Rampant Games

Not much else is said about the death mechanic in the other game worlds of the series. Cutscenes in an MMO? In the Sword Art Online: Progressive novels, certain plotlines are punctuated by forced events which are effectively cutscene events. Worse, it can cause VR sickness. It’s a bad idea outside of VR, too. Knockback.

Art 52
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The three most important qualities in an RPG

Keith Burgun

It’s the fault of developers for not exploring new kinds of stories, new kinds of worlds, new kinds of mechanics and so on. Even a handful of new mechanics or other properties are often enough to help create that question in people’s minds: “what else might be possible in this game?”

Fantasy 52
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Deathloop deconstruction / design thoughts

Radiator Blog

This fighting game health mechanic is too fussy and unreliable for a busy shooter. Limited regen (e.g. hide for 10 sec = recover fraction of lost health) you can upgrade the regen fraction or regen delay, but imo a waste of upgrade slots I'd prefer full regen with less max health, or Halo-style shield meter. No hoarding / shopping trips.

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UEFN & HaZ Dulull- A New Dawn for Creators

Game Dev Unchained

UEFN comes equipped with its in-built game mechanics and physics, allowing creators to focus more on the gameplay and user experience rather than building a game from scratch. For a long time, game studios looked to films for inspiration to make their cutscenes and dialogues more cinematic. “Dont learn Unreal.

Film 98