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The Future of Art & AI in Game Production

iXie gaming

Predicting the outcomes of complicated gaming systems is one area where AI is having a significant effect. This feature is especially helpful for online games, which rely on real-time simulations to work successfully. Generating Game Content Every video game features countless unique models, animations, sounds, graphics, and more.

AI 52
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The three most important qualities in an RPG

Keith Burgun

So what we end up with, over time, is a “tradition”, or traditions within a blanket term like “RPG” There are so-called “ARPGs” like Diablo, JRPGs like Final Fantasy, CRPGs like Ultima, tactical RPGs like Fire Emblem, and so on. Over the years, I have loved games in all of these categories.

Fantasy 52
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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.

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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. So simulationism was born as a way to make fantasy worlds richer, more immersive… in a sense, to “make the ride better.” So is FFXIV.

Sandbox 64
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Zugzwang as a pole dance upward unto heaven

Radiator Blog

This points to a general problem with treating sexual moods like immutable video game character classes. So in hindsight, a better game design analogy for sexual roles would've been "stances" or "buffs" that freely change and/or stack. However, my code randomly assigns different body types, skin colors, and clothing.

Code 52