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

Rampant Games

In the fiction, November 6, 2022 was the launch day for the game “ Sword Art Online ,” chronicled in the books, manga, and anime series of that name. Thanks to a crazy head engineer with a god complex, ten thousand players are now playing an ultra-realistic fantasy game in a virtual world with real-world stakes.

Art 52
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Ask a Game Dev - Untitled Article

Ask a Game Dev

Games have undergone a similar sense of discovery and pioneering since the days of Pong, with a similarly evolved mantra. Perhaps the most important thing you can learn about designing games is the natural evolution of “show, don’t tell” - “Do, don’t show.” The best games never forget this. Do, don’t show.

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

and my notes are obviously going to spoil some of the game's structure, but all these spoilers are pretty vague and anyway I don't name any names. This is a business model I've always wondered about -- make a big complicated game, but then earn revenue from selling ads on the wiki for your own game? Anyway, here's my notes.

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The Lost Ark Has Found its Way

Deconstructor of Fun

This post is written by the fantastic Game Bakery substack team of Chase, Zixuan, Haiyin, Caitou, Fish, Amy, Chow, Jing, Wanzi and edited by Caitou, Rob. When we talk about MMO, many may relegate this game category to “old-school” or “niche.” Amazon Games has finally made its name after the tough launch of New World.

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Giving up on the “1P Strategy Game”

Keith Burgun

Framed as almost more like a sport / abstract strategy game, and therefore light on narrative. unlocking better cards etc) – the game is always fair and basically just gets harder the better you get, to match your skill level and keep you at 50% winrate. Auro and Gem Wizards Tactics meet these criteria quite well, I think.

Games 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. Not that you should ever talk to a game dev.

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The three most important qualities in an RPG

Keith Burgun

Over the years, I have loved games in all of these categories. This is a huge one, and arguably it’s important to many kinds of games, and other forms of art as well. That kind of thing sets the brain going: what else is this game keeping track of that I don’t realize? Sense of wonder.

Fantasy 52