Remove Content Remove Cutscenes Remove Game Design Remove Puzzle
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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

In my last post about Zelda: Tears of the Kingdom (Z:TotK for short), a very popular game, I suggested that people would be interested in thoughtful criticism of slightly older games, once the dust has settled and people had the chance to calmly reflect about them. Most people don't actually care about deep dives into game design.

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Secrets in Videogames

Keith Burgun

Before I get started, I should make it clear which context it is that I’m talking about: single player, somewhat narrative driven videogames, like RPGs or adventure games. This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. What are secrets in videogames?

Fantasy 52
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Sandbox vs themepark

Raph Koster

If you really care, the MUD Wiki on Fandom , started in the wake of the great Wikipedia purge of MUD content, has you covered. All the content in the game was just data in fields. On MOOs and LPMuds, you had a lower barrier for adding features, but you also had a higher barrier for “just making content.”

Sandbox 64
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Giving up on the “1P Strategy Game”

Keith Burgun

Indeed, one of the main starting points for the design was that it wouldn’t be a puzzle, standing in contrast to the highly puzzle-like nature of Advance Wars. I think the bigger problem is that this pursuit of the 1P Strategy Game has really hampered my games’ ability to connect with players.

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.