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

Radiator Blog

It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. Destroy the player's expectation that relationship mechanic = main cast member. It's not uncommon to walk between towns and fight like 6 different packs of wolves. Money sink.

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The Rise of Hybridization in Mobile Games: How Developers are Genre Mashing Their Way to Success

Game Refinery

In the past, hybridization was mainly seen in 4X strategy games that merged with puzzle and idle RPG mechanics , but in recent months this phenomenon has spread to titles of all shapes and sizes across the market – not just the hybrid-casual genre. Mechanically, the mode is relatively similar to Blizzard’s Hearthstone.

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The Basic Fundamentals of Game Design

Logic Simplified

We will cover everything from crafting intuitive and engaging game mechanics to creating immersive storylines and themes to prioritizing user interface and experience. Game Mechanics Video game mechanics are the foundation of any game and dictate how players interact with the game world.

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Quest Feedback

Grumpy Gamer

It's really just a series of supply fetch quests and "find yet another character whose name rhymes with 'son' (in this big huge open world)" but it feels like you are helping establish an entire new town in the wilderness - leaves you with a genuine "I helped people" feeling. I also like murder mysteries. I love that quest.

Fighting 105
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Tower of Fantasy – Is the Game Really a Genshin Impact With a Social Twist?

Game Refinery

The anime art style is fairly similar to the one in Genshin Impact, but one of the biggest differences is that Tower of Fantasy players explore the open sci-fi world of the planet Aida, rather than the fantasy setting depicted in Genshin Impact. The open-world of Tower of Fantasy.

Fantasy 52
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Sony’s State of Play 2022- Delving into the Exclusivity  

iXie gaming

Bandai Namco had previously teased the release of the new entry in the long running fighting series as we get our first impressions on Tekken 8. Unlike its namesake, this game is not a turn-based RPG, but rather a action-adventure title that is looking to incorporate certain open-world elements to it. Like a Dragon Ishin.

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I’m interested in scaling of the enemies to the character level in those games that do that. In some of the open world games I play an encounter will be death until I level up (or skill up). When I do get higher level it gradually becomes more doable until eventually it is trivial. What kind of scaling mechanisms are common? Is it linear, a percentage boost/penalty compared to player, or something else?

Ask a Game Dev

The natural consequence is that large power deltas will result in incredibly lopsided fights - both tougher enemies and weaker enemies. ALT If we don’t scale anything at all, player power growth over time will naturally adjust power deltas.

Agent 40