Remove Cutscenes Remove Game Design Remove Scripting
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VR Storytelling in Games

Played with Fire

2⃣ Mechanics Over Story in VR Games VR game design prioritizes motion controls, physics, and realism , often at the expense of narrative. Unlike traditional games, where cutscenes or dialogue drive the story, VR relies more on player interaction , making storytelling a challenge.

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Sandbox vs themepark

Raph Koster

Not a new idea, of course…Quests had existed in the earlier MUDs predating the whole LP/Diku/Tiny ecosystem… they were in fact implicit in the scavenger hunt model that went all the back to gathering items to put in a display case in Zork; and present in the design of MUD2 (it had eight of them by 1991, and you had to solve some to become a wizard).

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How to Use Unity Cinemachine Virtual Cameras

Game Designing

Before Unity Cinemachine, camera movement needed to be directly keyframed or, using code, had to be carefully scripted. In short, Unity Cinemachine opens up an entirely new world of opportunities for animation, game design and development, and directors working with virtual cameras. What Is Unity Cinemachine?

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Design review of Redfall by Arkane Studios Austin

Radiator Blog

In this sense, playing a 75% finished game is more useful than playing a 100% finished game. So this post will focus on my read of the general game design and player experience. The player never quite experiences these ideas in the game itself. Similarly, you can see where the core game design wanted to hit.

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new Quake map: The Close And Holy Darkness

Radiator Blog

Within broader game design culture, the theme also invokes an awkward aspect of cultural appropriation and reduction. Or at least, that's how I justify my laziness with encounter scripting. After the complex scripting nightmare of my wave-based map Tell Me It's Raining , I don't even like configuring doors anymore.

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Deathloop deconstruction / design thoughts

Radiator Blog

This is similar to my tactics games writeup and Enderal (huge Skyrim mod) writeup where I spoil some interesting game designer / systems design things. I don't discuss much of the game narrative. I assume general game design knowledge but minimal Deathloop-specific knowledge.

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