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

Radiator Blog

But without any meaningful code access to upgrade terrain engines or lighting systems, that mostly means spamming set dressing and clutter everywhere. Dense narrow spaces = too much content packed together and repetitive encounters. So these are leftover placeholders that lead to cut content. Wider, spread out, less dense.

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Rebalancing Cogmind

Grid Sage Games

Some roguelikes don’t strive for balance, but maintaining balance has always been important to me for Cogmind, since it fits better with my vision for this type of game, heavy on tough, complex, and consequential decision-making at multiple strategic and tactical levels. Alien Artifacts. Exiles Prototypes.

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Garrisons 2.0

Grid Sage Games

The amount of content variety offered by the original Garrison design was more suited to a lower visitation rate, not the “I’m going to play almost my entire run inside these things” which it had become for some people. Sample Garrison content list from Beta 11. It’d sure be nice to resolve that!

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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. The grand scene).

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Empires & Puzzles - From a Failing Company to a $700M Acquisition in a Year

Deconstructor of Fun

After carefully composing a balanced team of fighters, the player takes their party of stalwart heroes into battle. The Matchers Gonna Match E&P’s core gameplay is carefully designed and balanced. I do see why it’s difficult to scale and balance the matching gameplay with all kinds of level modifiers being present.

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On Backtracking in Roguelikes

Grid Sage Games

In a game setting, though, this can be quite an annoyance from a design perspective (harder to balance!) Being able to refer back to an entire immutable history of player interactions with prior maps and their content, developers are able to more easily build sturdy plot lines that are harder to disrupt, for example. Meta Complexity.

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Teleportation Mechanics

Grid Sage Games

I’m going to go ahead and just make this a SPOILER discussion as far as game content goes, so that I can write freely about related mechanics, so maybe don’t read this one if you’re spoiler averse and not familiar with teleporting. The High-powered variety has a pretty significant range boost as well.