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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.

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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.

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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.”

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The Lost Ark Has Found its Way

Deconstructor of Fun

To sum the above, the Lost Ark gameplay framework is mature but lacks a signature design. Art: The Ordinary Makes Greatness Though Lost Ark is mediocre in art design, it is mature and full. Mediocrity means there is no obvious innovation in art and graphic design. Oily skin texture). The grand scene).

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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.

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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. It’s stuff that single-player game designers know how to do. And crafting!

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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. Setting that up properly is an effort in storytelling, a discipline all its own distinct from game design. Ultimately, the player has to like the characters, the world, the art style, the music, and so on.

Fantasy 52