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The Basic Fundamentals of Game Design

Logic Simplified

Have you ever designed a game? If yes, then what game design fundamentals do you prioritize in your own designs? Game design is incredibly complex and fascinating, with countless nuances and techniques to master. In this article, we'll explore some key building blocks of game design fundamentals.

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The Beautiful Closed World of Shenmue III

iHobo

Suzuki-san and his colleagues often try to paint this series of games as a precursor to the open world genre. Indeed, in the Kickstarter for Shenmue III , the text expressly tries to make this claim: Shenmue defied all convention and created the genre that later came to be known as "open world."

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Design review of Redfall by Arkane Studios Austin

Radiator Blog

I completed the main campaign in Redfall ( official site, Steam , also on Game Pass), a 4 player co-op open world shooter by Arkane Austin, who's mostly known for detailed single player story-filled action games. In this sense, playing a 75% finished game is more useful than playing a 100% finished game.

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The Forgotten City (2021) revisited

Radiator Blog

In a past era of game design, we complained when combat games had obligatory stealth sections -- now we have story games with obligatory combat sections. Before you begin the zombie-filled Palace quest, the game UI helpfully advises, "if you're not a fan of action or horror gameplay, feel free to decline this quest."

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On Backtracking in Roguelikes

Grid Sage Games

Here we’re primarily talking about the player revisiting earlier floors on their journey, rather than backtracking within a single map (though I’ll cover that topic a bit separately at the end), and our discussion focuses on roguelikes of the dungeon delving variety, since open world games generally allow backtracking by default.

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Garrisons 2.0

Grid Sage Games

I wrote about this factor in my recent article on game design philosophy. Failing that (gets blasted in a fight? While some players enjoy puzzling out creative ways to get ahead, at the extreme end it eventually devolves into optimal tedium which is overall harmful to the experience. hacking attempts unsuccessful?),

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