Remove Concepts Remove Cutscenes Remove Game Design Remove NPC
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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

In the end the FOMO doesn't really matter (just like real-life) and fortunately the best part of the game is unmissable -- a strong sequence where someone suddenly turns against you. Gradually all these advancements and upgrades add up to a NPC-driven town that can maintain and feed itself automatically. You talk but they don't listen.

Indy 52
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The three most important qualities in an RPG

Keith Burgun

Also, worth listening to my conversation with Pete Seicienski on his “Adventure Gamesconcept, which is very much related to this Sense of Wonder thing ). This newness and ambition was a big part of why, as a player playing the game back then, it was so good at inspiring a sense of wonder.

Fantasy 52
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Sandbox vs themepark

Raph Koster

Earlier in MUD design, these zones even “repopped” all at once. It was like resetting a little stage-play; the NPC actors hit their marks and reappeared at their start location. Not that I coined them, of course; the concepts were very much in the air. It’s stuff that single-player game designers know how to do.

Sandbox 64
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Deathloop deconstruction / design thoughts

Radiator Blog

This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge. It would feel terrible.