Remove AI Remove Cutscenes Remove Puzzle
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How Drama and Fake Ads Convert To Real Profits

Deconstructor of Fun

Introduction I remember as a young product manager, working on major releases at Disney and Rovio how excited I was for the cutscenes. After release I was responsible for analyzing churn and sharing the results with the team: the cutscenes were driving users out of the game. The team poured their hearts into the work.

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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

Tweak the AI for one so the moment the goblins see you they all leap out of it and rush you. Each has a puzzle you have to solve, and the puzzles all use different abilities and parts of the engine. Each time you find a “Geoglyph," you watch a cutscene which shows a sliver of what happened to Zelda.

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Sandbox vs themepark

Raph Koster

The scripting on WoC made for better combat too, because you weren’t stuck with just the built-in combat AI for your enemies. AI had more sophisticated combat tactics, because designers could add fresh behaviors to the monsters. Highly narrative, intricate puzzles, and immersive storytelling.

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Deathloop deconstruction / design thoughts

Radiator Blog

none of Dishonored's morality system and I think this is good, the "stealth puzzle = humane cage free assassination" philosophy has aged poorly imo 69% less stealth. NOT telekinesis, only works on NPCs / PvP) Havoc (temporary shield / damage buff), very useful for people who keep dying (i.e. Bot invaders often don't interrupt a boss fight.

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