Remove Balance Remove Mechanics Remove NPC
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Space is not a wall: toward a less architectural level design

Radiator Blog

If you want a space to feel more mechanical, more prefabricated, then a visible grid helps bring out that modular vibe. In levels, this looks like planning out quest arcs, pacing setpiece beats, balancing spreadsheets, and choreographing battles. What sounds more effective for pulling the player to the exit of a non-linear level? (a)

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Like a Dragon Gaiden Low FPS: How to Boost Performance

Game Errors

Interesting fact Games rich in visuals and mechanics, like Like a Dragon Gaiden , demand substantial computing power. Finding the right balance between visuals and performance is crucial for an enjoyable gaming experience. This can overwhelm systems, especially if they’re not fine-tuned, resulting in low FPS.

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The Future of Art & AI in Game Production

iXie gaming

AI-driven tools generate dynamic content, adapt game mechanics, and customize aesthetics, resulting in more engaging gameplay and new storytelling possibilities. Therefore, these characters are always monitoring user gameplay data and reacting appropriately to increase the fun and challenge of games.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Battle: Simplified skill point system and amazing visual effects The core of the skill system relates to balancing and mechanisms. In the later game, raid mechanisms become quite rich.

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A comprehensive guide to in-demand roles in film and games

CG Spectrum

They are also responsible for implementing NPC (non-player character) movement, performances, and behaviors, which are controlled by AI (artificial intelligence). They oversee both the foundation and execution of the game mechanics and overall user experience. Others are writers and/or world directors who focus on player experience.

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

Radiator Blog

Whenever an NPC is about to dump backstory and exposition on you, they'll ask you to take a seat. 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.

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Say you’ve got a dungeon that can be played with 1-8 players; how do you scale that for each number of players? What variables tend to wind up being the most fun to have tweaked (enemy hp, numbers, etc)?

Ask a Game Dev

World of Warcraft's old raid system where raids supported only 10 or 25 players are examples of such where tuning and mechanics were modified to specific player numbers. However, doing this for one to eight players (or, as it stands now in WoW anywhere from 10 to 30) means eight balancing passes for every encounter.