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Polish indie studio Eleven Puzzles has been making a name for themselves as the creators of some fine cooperative puzzlegames, like Unsolved Case and Unboxing the Cryptic Killer. “The initial idea was very simple and primitive, we just wanted to make a game set in a laboratory. ” The solution? .
Narrative design has always been an important part of video game development, but its significance in modern-day games continues to grow as narrative elements play an important role in player engagement and retention. Several exploration games also incorporate similar story designs.
Dylan Tredrea is a product & publishing consultant with over 12 years of experience in mobile free to play games at studios such as Disney, Rovio, Zeptolab, & CrazyLabs. Introduction I remember as a young product manager, working on major releases at Disney and Rovio how excited I was for the cutscenes.
I don't think that we'll ever see pre-rendered cutscenes go away permanently. As in-engine rendering improves, AAA games will likely move away from pre-rendered cutscenes but AAA games are far from the only games that use cutscenes and have engines that can render high quality cinematic visuals (e.g.
SPOILER WARNING: I keep specific story spoilers vague, but I do have to talk about what happens in the games somehow. Still, you can argue that it's a stunning achievement just to be able to debate these questions in a video game. There's a Portal-like moment where you escape the puzzle. Well, I don't know anything about that.
In my last post about Zelda: Tears of the Kingdom (Z:TotK for short), a very popular game, I suggested that people would be interested in thoughtful criticism of slightly older games, once the dust has settled and people had the chance to calmly reflect about them. Most people don't actually care about deep dives into game design.
The charm of this game is off the charts and is the main thing that makes me love it. There’s just so many creative, brilliant, fun to look at, surprising situations – the dev team had a ton of fun making a lot of the game. The “story” in this game is really just… very awful, I’m sad to report.
Written by Ahmetcan Demirel , the maestro of product management and a podcast host ( Game Dev Diary ) from Germany! With a knack for puzzle, arcade, and simulation games. Making a successful Match-3 is one of the most challenging tasks a mobile game developer can tackle. and Dream with Royal Match.
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. Not that you should ever talk to a game dev.
Framed as almost more like a sport / abstract strategy game, and therefore light on narrative. unlocking better cards etc) – the game is always fair and basically just gets harder the better you get, to match your skill level and keep you at 50% winrate. Auro and Gem Wizards Tactics meet these criteria quite well, I think.
User experience in VR games. Creating a video game is a real adventure full of interesting problems to solve and unexpected twists and turns. So today we’re going to talk about UX (user experience) in virtual reality games and tell you about the most interesting solutions we used in our game Stargaze!
A really good, polished game that tries something different? My family just finished playing the hit co-op game It Takes Two. I played it with my wife, and our teenager who was on hand to help us out when the game got too hard. It's a very fun game with very unusual writing, and it's extremely and deservedly popular.
As I’ve gone through the Final Fantasy series recently , it’s notable that the games used to have secrets, and now, they pretty much don’t anymore. Somewhere in the late 90s, and certainly by the mid 2000s, it was decided that secrets are bad and games shouldn’t have them. What are secrets in videogames?
In the first part , I went on about the lack of family in video games and the danger of paying attention to critics. Now I'll talk about the actual game. This is a really fun game. It skips from action to pvp games to puzzles to boss fights with blinding speed. TL;DR: It's really good. It's exhilarating.
I just watched a couple of videos about sandbox vs themepark games (in particular one by NerdSlayer and another by Josh “Strife” Hayes )… One thing that struck me about the ways players often talk about this (because at this point the history is so old) is that people think of sandbox as the older version of MMOs, and themeparks as newer.
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