Remove Balance Remove Content Remove Fighting Remove NPC
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The Last Pile of Thoughts About Elden Ring, Promise

The Bottom Feeder

But a Lot of Pretty Things get Repeated While Elden Ring is enormous, a lot of that length comes from repeated content. Fortunately, when you get tired of a certain sort of content, you can skip it. Fighting the same boss a few times is ok if the game is fun. Balancing One Game Is Hard. Some glaring balance issues.

Balance 52
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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

Whenever an NPC is about to dump backstory and exposition on you, they'll ask you to take a seat. During big long quest chains, there are periodic quest stages where you have to wait 1-2 in-game days before checking in with the NPC again. Diegetically, the NPC has to prepare a machine or potion, or get supplies, or whatever.

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Deathloop deconstruction / design thoughts

Radiator Blog

NOT telekinesis, only works on NPCs / PvP) Havoc (temporary shield / damage buff), very useful for people who keep dying (i.e. This fighting game health mechanic is too fussy and unreliable for a busy shooter. no mind control) only 5 powers (+1 PvP only power). Limited regen (e.g. No hoarding / shopping trips.

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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. However, there are not many innovative areas in the core gameplay and UX.

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That Lonesome Valley as cowboy coin crusher

Radiator Blog

CONTENT WARNING: This post contains discussion of gay sex acts and some screenshots with obscured pixel art nudity. A homophobic English farmboy is forced to work with a hunky Romanian farmhand, and so inevitable muddy fight sex and simmering romance ensues. Balancing the weight of each system was difficult.

Pixel 52