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new Quake map: The Close And Holy Darkness

Radiator Blog

If you want to do anything more technically advanced than static monster placement in vanilla Quake, you basically have two options: (1) build a "monster closet" and open the door to start a fight, (2) build an inaccessible room filled with inactive teleporters, and trigger the teleporters to spawn-in monsters.

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Deathloop deconstruction / design thoughts

Radiator Blog

This fighting game health mechanic is too fussy and unreliable for a busy shooter. So to survive fights for the first half of the game, you have to trust the level designers to leave enough health consumables around, Doom / Quake style. Bot invaders often don't interrupt a boss fight. Limited regen (e.g.

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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

This isn't a big apocalyptic video game betrayal cutscene where a villain reveals himself and destroys a castle, instead it's a smaller deeper betrayal that instantly brought me back to being a teenager. After all, how many games offer you a "suffering musician" build? You talk but they don't listen. Fine, be that way, see if I care!"

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

Radiator Blog

This is a convenient diegetic way of locking the player in-place for a cutscene, while also priming the player for an extended cutscene. 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. It's more paranoid than a Ubisoft game.

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Ask a Game Dev - Untitled Article

Ask a Game Dev

This is one of those situations where simply putting it into a cutscene would easily cause a separation of the player from Kratos - it’s a reminder to the player that Kratos is someone who would have to do such a horrible thing, which serves as a bit of a shock. Build your content in a way that facilitates player activity, not passivity.

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Would “Sword Art Online” Be a Bad VR Game?

Rampant Games

I think character permadeath (my watered-down version of Aincrad’s lethal stakes) is bad for building the community that you want in an MMO, though it can work great in smaller-scale multiplayer games. In the later game Alfheim Online , level and skills were all but ignored, emphasizing player skill like a shooter or fighting game.

Art 52
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Giving up on the “1P Strategy Game”

Keith Burgun

In the case of Auro , the game originally had a full Story Mode with a final boss and cutscenes and everything – but we deleted it at a certain point because we really wanted to focus the attention on the replayable ranked play mode (and a few other reasons). In any case, when humans get involved, they build culture.

Games 52