article thumbnail

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
article thumbnail

Hideo Kojima: Influential and Innovative Video Game Director and Writer

Game Designing

In the world of video games, few people have played as large of a role in progressing video games as an art form as Hideo Kojima. Combined with his love for film, this leads to deep story-driven games with lengthy and cinematic cutscenes (Metal Gear Solid 4 once held the world record for the longest cutscene in any game).

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

A day in the life of a narrative designer

Game Global

When you imagine doing this job, is it mostly about crafting amazing cutscenes? We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between. What does the Art Team need to know about this quest or level? What is Narrative Design?

article thumbnail

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.

article thumbnail

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. Skill UI of the Witch class).

article thumbnail

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
article thumbnail

Secrets in Videogames

Keith Burgun

Secrets are hidden, but findable parts of a game that help give games a sense that there is “more than meets the eye” and that this is a world , not just a content delivery mechanism. Finally I think a lot of why we’ve moved away from secrets has to do with thinking of games as products as opposed to art.

Fantasy 52