Remove Build Remove Cutscenes Remove Open World Remove Terrain
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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. It's more paranoid than a Ubisoft game.

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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

Problem #1: Excessive Encounter Reuse The world of Z:TotK is immense, which is good. Being able to build a plane and cruise over the enormous landscape is a hoot. If you want to have an enormous open world, some copy-pasting will be necessary, even for games with huge budgets. This moblin tree fort layout is pretty cool.