Remove Content Remove Cutscenes Remove Entertainment Remove Fighting
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Ask a Game Dev - Untitled Article

Ask a Game Dev

The main difference between a game and passive entertainment is that games require agency from the player in order to advance. Make a list of verbs to describe what the player is doing - fighting, catching fish, pushing away his daughter, exploring, climbing, flying, sailing, etc. The player has to actively do something to progress.

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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. Others: Multiple replay reasons Lost Ark has innovated on some interesting gameplay systems besides quests and battles that encourage replaying content. The rough cutscene). The grand scene).

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Deathloop deconstruction / design thoughts

Radiator Blog

This fighting game health mechanic is too fussy and unreliable for a busy shooter. So to survive fights for the first half of the game, you have to trust the level designers to leave enough health consumables around, Doom / Quake style. Bot invaders often don't interrupt a boss fight. Limited regen (e.g.

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The three most important qualities in an RPG

Keith Burgun

Added: A helpful comparison here would be to look at Black Isle’s 1997 game Fallout , along with Obsidian Entertainment’s 2019 game Outer Worlds. Here’s a handful of good examples: Final Fantasy VII : you’re part of a terrorist organization that is doing a bombing mission to try and fight back against an evil empire.

Fantasy 52