Remove Cutscenes Remove Fighting Remove Mechanics Remove NPC
article thumbnail

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

Radiator Blog

Whenever an NPC is about to dump backstory and exposition on you, they'll ask you to take a seat. This is a convenient diegetic way of locking the player in-place for a cutscene, while also priming the player for an extended cutscene. Destroy the player's expectation that relationship mechanic = main cast member.

article thumbnail

Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

This isn't a big apocalyptic video game betrayal cutscene where a villain reveals himself and destroys a castle, instead it's a smaller deeper betrayal that instantly brought me back to being a teenager. Gradually all these advancements and upgrades add up to a NPC-driven town that can maintain and feed itself automatically.

Indy 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Deathloop deconstruction / design thoughts

Radiator Blog

NOT telekinesis, only works on NPCs / PvP) Havoc (temporary shield / damage buff), very useful for people who keep dying (i.e. no mind control) only 5 powers (+1 PvP only power). me) or PvP buff but conceptually rather boring Aether (cloak + invisible to laser sensors, attacks cancel it, can be upgraded to only consume mana while moving).

article thumbnail

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. Battle: Simplified skill point system and amazing visual effects The core of the skill system relates to balancing and mechanisms. In the later game, raid mechanisms become quite rich. The grand scene).

article thumbnail

The three most important qualities in an RPG

Keith Burgun

It’s the fault of developers for not exploring new kinds of stories, new kinds of worlds, new kinds of mechanics and so on. Even a handful of new mechanics or other properties are often enough to help create that question in people’s minds: “what else might be possible in this game?”

Fantasy 52