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Game-Changing Storytelling: How To Integrate Narrative Elements in Mobile Games

Game Refinery

A narrative can also help with pacing, building and releasing tension alongside key story beats while directing the players’ attention and emotions through them, all the while supporting other features and creating a meaningful foundation for retention. Goddess of Victory: NIKKE features high-quality anime cutscenes.

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A day in the life of a narrative designer

Game Global

When you imagine doing this job, is it mostly about crafting amazing cutscenes? You should concentrate on building up your writing portfolio and getting regular game writing work. How should I space out my content to create the pacing I want? If so, you probably want to be a game writer. And that’s valid! Creative writing.

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Would “Sword Art Online” Be a Bad VR Game?

Rampant Games

Not much else is said about the death mechanic in the other game worlds of the series. I think character permadeath (my watered-down version of Aincrad’s lethal stakes) is bad for building the community that you want in an MMO, though it can work great in smaller-scale multiplayer games. Cutscenes in an MMO?

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.

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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. Skill UI of the Witch class).

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Secrets in Videogames

Keith Burgun

A secret is a bit of content – a part of a level, an item, a character, or any other thing in the game, which is (for lack of a better term) “missable” I hate to use the term missable, because that has a negative connotation, but it also points to an important part of what secrets are. What are secrets in videogames?

Fantasy 52
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The three most important qualities in an RPG

Keith Burgun

It’s the fault of developers for not exploring new kinds of stories, new kinds of worlds, new kinds of mechanics and so on. Even a handful of new mechanics or other properties are often enough to help create that question in people’s minds: “what else might be possible in this game?”

Fantasy 52