Remove AAA Remove Content Remove Fighting
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Deathloop deconstruction / design thoughts

Radiator Blog

unlike Outer Wilds, golden loop here is heavily hard-gated by quest progression, not a "true" information game, compromise with AAA market? This fighting game health mechanic is too fussy and unreliable for a busy shooter. I think the intention is to make you scrounge around for ammo during a fight and/or swap weapons more often.

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

Game Refinery

The game is an almighty genre mishmash almost reminiscent of a AAA console game, carefully combining heavy story and character-driven RPG elements with hectic shooter gameplay. The narrative is a vital part of the drive toward in-game progression. Genshin Impact’s turn-based TCG minigame, Genius Invocation.

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How much freedom does a game designer have at a non-indie studio? Are they able to pitch and create their own ideas or are they basically project leads that get assigned games to make/design (ie that time everyone was making a WW2 shooter)?

Ask a Game Dev

We're not project leads that pitch entire games, we're [ content creators ] that build the bits of specific content in games - the spells, the monsters, the fights, the classes, the races, the quests, the environments, the stats, the companions, and so on. I think you have the wrong idea about what game designers do.

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The Forgotten City (2021) revisited

Radiator Blog

Felt like they had to cut down 50% of their planned content, which is never easy. The final boss fight is a conversation, and the ultimate weapon is. The final boss fight is a conversation, and the ultimate weapon is. Even AAA has given up on immersive sim RPGs , so any dev deserves praise just for attempting this genre I think.

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AI x Game Industry in 2025 - The Unspoken Part

Deconstructor of Fun

Truly open worlds populated by procedurally developed content, adaptable game mechanics, and narratives. Designer Jobs: AI-driven procedural content generation (PCG) algorithms generate game content dynamically. Most AAA simply cannot afford the team sizes of today. Fighting against the AI revolution is not the answer.

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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. Dense narrow spaces = too much content packed together and repetitive encounters. It's not uncommon to walk between towns and fight like 6 different packs of wolves. Money sink.

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Supercell’s Strategic Initiatives that Will Transform the Company

Deconstructor of Fun

It’s Team Fight Tactics for casuals. Clash Royale was reminiscent of some popular Starcraft/Warcraft mods like Nexus Wars or Castle Fight. Supercell attempted to fight this trend by building better tools and a greater focus on user-generated content. There’s nothing bad in incremental innovation.

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