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Mystery investigation specialist EQ Studios “All our murder scenes are fictional”

PreMortem.Games

Ideas for the game’s content were inspired mainly from movies and TV shows, while the game designs came from the games the team loves to play, like Everquest for the open world concept and The Vanishing Hitchhiker for the atmosphere. Some started from a puzzle standpoint.

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How to Turn Your Smartphone into a Gaming Console: The Best Gaming Apps

Big Games

Honkai Impact 3rd stands out as one of the best mobile gaming apps for action enthusiasts with its captivating storyline and dynamic combat system. Two Dots For those who appreciate puzzle games with a minimalist design, Two Dots is a true gem.

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How to develop a rich and immersive game world?

Logic Simplified

However, creating a realistic gaming world needs planning, storylines, aesthetics, characters, visuals and sound design, as well as meticulous attention to detail and a thorough understanding of specific gameplay mechanics. But before that, let’s first understand what an immersive games world means.

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How to Create Video Game Atmosphere

Game Designing

Rather, the ‘atmosphere’ of any game is a combination of many things: art, sound, post-processing effects, story, dialogue, and more. Compare two games Breath of the Wild and Elden Ring. Both are open-world action-adventure games with fantasy elements and similar mechanics.

Games 136
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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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Sandbox vs themepark

Raph Koster

This, in fact, was what my signature design style was. Highly narrative, intricate puzzles, and immersive storytelling. If you follow that link, you’ll see open world events occurring as the quest proceeds, done without zone or quest locking, etc. It’s stuff that single-player game designers know how to do.

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Garrisons 2.0

Grid Sage Games

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. I wrote about this factor in my recent article on game design philosophy.

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