Remove Art Remove Concepts Remove Cutscenes Remove Game Designer
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Would “Sword Art Online” Be a Bad VR Game?

Rampant Games

In the fiction, November 6, 2022 was the launch day for the game “ Sword Art Online ,” chronicled in the books, manga, and anime series of that name. 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.

Art 52
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new Quake map: The Close And Holy Darkness

Radiator Blog

Within broader game design culture, the theme also invokes an awkward aspect of cultural appropriation and reduction. The massing was inspired by this "Forgotten Temple" concept art by Jonas Ellermann (above). The textures are fine! But I think monster closet theory has evolved a bit since Doom 1 / Doom 3.

Texture 52
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Korean indie dev Funnylocks “We made Unstoppable for a global audience”

PreMortem.Games

Set in a New York office building in the 1990’s, the game plays out as a action-filled mini series, including cutscenes that unravel the plot. “To To ensure authenticity, we referenced American dramas, cartoons, and games from that era when designing everything from the characters’ clothing to office props.”

Indy 104
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The three most important qualities in an RPG

Keith Burgun

This is a huge one, and arguably it’s important to many kinds of games, and other forms of art as well. Also, worth listening to my conversation with Pete Seicienski on his “Adventure Gamesconcept, which is very much related to this Sense of Wonder thing ). Sense of wonder.

Fantasy 52
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Sandbox vs themepark

Raph Koster

Crafting in other games was mostly one-off stuff tied to quests, or really simple magic item creation. The state of the art has moved on so far that it’s hard to convey how important the idea of “let’s make these behaviors generic” was. Not that I coined them, of course; the concepts were very much in the air. And crafting!

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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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. They are findable.

Fantasy 52