Remove Content Remove Cutscenes Remove Puzzle
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Parallel Experiment by Eleven Puzzles: “Put your heart into it and players will notice”

PreMortem.Games

Polish indie studio Eleven Puzzles has been making a name for themselves as the creators of some fine cooperative puzzle games, like Unsolved Case and Unboxing the Cryptic Killer. Co-founded by Adrian Olczyk and Karolina Pytka, the fully remote studio has been crafting unique multiplayer puzzle experiences since its inception in 2020.

Puzzle 138
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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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Game-Changing Storytelling: How To Integrate Narrative Elements in Mobile Games

Game Refinery

To put you on the right track, we’ve taken a deep dive into four games that have delivered innovative storytelling in four subgenres: Merge Puzzle from the Casual category, and MMORPG, Action RPG, and 4X Strategy from the Mid-core category.

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

The Bottom Feeder

It means a huge chunk of bespoke content won't be played much. You need to look for ways to stretch the content inexpensively. Playing with terrain is a relatively inexpensive way to stretch content, since you have to make terrain anyway. I would make four cutscenes showing key points in this war.

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Secrets in Videogames

Keith Burgun

This concept of “secret” doesn’t really make sense in a strategy game, contest, or a puzzle. Secrets are hidden, but findable parts of a game that help give games a sense that there is “more than meets the eye” and that this is a world , not just a content delivery mechanism.

Fantasy 52
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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. Or at worst, they are leftover consequences of the design and they had to fudge some random content for it. TUTORIAL The tutorial happens across 3 in-game loops.

Fighting 130
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Sandbox vs themepark

Raph Koster

If you really care, the MUD Wiki on Fandom , started in the wake of the great Wikipedia purge of MUD content, has you covered. All the content in the game was just data in fields. On MOOs and LPMuds, you had a lower barrier for adding features, but you also had a higher barrier for “just making content.”

Sandbox 59