Remove Concepts Remove Open World Remove Puzzle
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Deliver At All Cost by Far Out Games is a destructive joyride through a 1950s wonderland

PreMortem.Games

Silly things He admits that game- and level design was a real puzzle to solve in the semi-open world that allows players to carve their own paths by smashing through just about everything. “It Some of the initial concept and atmosphere from that school project still resides within the game,” explains Olsson.

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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. Others started with a theme.

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Mini compendium of indie games

Played with Fire

Outdated concepts, adherence to rigid genre frameworks and the excessive use of microtransactions are the reasons that AAA games not excite us as much as they used to. Imagine that you can enter the world of your favorite game. Walk its streets, look into the eyes of the main character, solve tricky puzzles with your own hands.

Indy 52
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How to develop a rich and immersive game world?

Logic Simplified

Video games that integrate elements to create a “realistic and open world” aim to be more than just a source of entertainment. Let’s now discuss the ways to develop a detailed and realistic game world. Great controls are essential as they drive the game’s overall concept.

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The State of the Mobile Games Market in 2023

Deconstructor of Fun

At the same time, cross-platform open-world RPG Genshin Impact continues to break new ground, crossing its $3 Billion in IAP Spend in Q2 2022. Overall, in the key Western markets, MMORPGs, Roguelikes, Merge and Puzzle genres largely bucked the recession in terms of revenue.

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Sandbox vs themepark

Raph Koster

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. Not that I coined them, of course; the concepts were very much in the air. This, in fact, was what my signature design style was.

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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. Some concepts: More enemies could show up? I wrote about this factor in my recent article on game design philosophy.

Beta 52