Remove Art Remove Cutscenes Remove Fighting Remove Mechanics
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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. Let’s say Sword Art Online did release today using current VR technology. Not much else is said about the death mechanic in the other game worlds of the series.

Art 52
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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. Money sink.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Battle: Simplified skill point system and amazing visual effects The core of the skill system relates to balancing and mechanisms. In the later game, raid mechanisms become quite rich.

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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. It’s the fault of developers for not exploring new kinds of stories, new kinds of worlds, new kinds of mechanics and so on. Sense of wonder. This isn’t the fault of players.

Fantasy 52
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Giving up on the “1P Strategy Game”

Keith Burgun

The 1P videogames I’ve always dreamed of had these qualities: Mechanically deep and systemically driven – perhaps even if that means it’s got a learning curve. A big part of being a creator – at least, a creator who wants their art to connect with other people – is to meet people where they are.

Games 52