Remove Cutscenes Remove Fantasy Remove Game Design Remove Puzzle
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Secrets in Videogames

Keith Burgun

As I’ve gone through the Final Fantasy series recently , it’s notable that the games used to have secrets, and now, they pretty much don’t anymore. Somewhere in the late 90s, and certainly by the mid 2000s, it was decided that secrets are bad and games shouldn’t have them. They are findable.

Fantasy 52
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Sandbox vs themepark

Raph Koster

This, in fact, was what my signature design style was. Highly narrative, intricate puzzles, and immersive storytelling. So simulationism was born as a way to make fantasy worlds richer, more immersive… in a sense, to “make the ride better.” It’s stuff that single-player game designers know how to do. So is FFXIV.

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.