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Only MMO like World of Warcraft and Final Fantasy 14 are still generally recognized by western gamers. This is primarily because the Korean art team does not have the same historical and cultural burden as European and American teams shoulder when designing western fantasy elements. The rough cutscene). The grand scene).
So what we end up with, over time, is a “tradition”, or traditions within a blanket term like “RPG” There are so-called “ARPGs” like Diablo, JRPGs like Final Fantasy, CRPGs like Ultima, tactical RPGs like Fire Emblem, and so on. Over the years, I have loved games in all of these categories.
But either one was radically different in that way than the most popular game engine, which was the Diku style (we called them “codebases” back then). So simulationism was born as a way to make fantasy worlds richer, more immersive… in a sense, to “make the ride better.” Breadcrumbs, dialogue trees, cutscenes, progression paths.
You're fighting not only the privatization of public health but also reckless climate engineering! Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. But not really. The player never quite experiences these ideas in the game itself.
Thanks to a crazy head engineer with a god complex, ten thousand players are now playing an ultra-realistic fantasy game in a virtual world with real-world stakes. Cutscenes in an MMO? In the Sword Art Online: Progressive novels, certain plotlines are punctuated by forced events which are effectively cutscene events.
but feels silly when half the problem is engine crashes, hard to disentangle whether this is also a player QoL design problem worth solving STEALTH / LEVEL DESIGN NOTES This is maybe Arkane Lyon's least stealthy game yet. sorry if your game happens to crash, or you get a dreaded UI freeze. TUTORIAL The tutorial happens across 3 in-game loops.
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