Remove Fighting Remove Open World Remove UX
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The Basic Fundamentals of Game Design

Logic Simplified

Movement mechanics - This includes how a player can move within the game world, such as running, jumping, or flying. Combat mechanics - These rules govern how players engage in battles or fights within the game, such as turn-based combat, real-time combat, or using special abilities like counter-attacking.

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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

The Enderal builders don't want the player to ruin their carefully arranged clutter, so we get absurd things like "empty" sausages or un-lootable plates of food, breaking Skyrim's UX patterns for pickups. It's not uncommon to walk between towns and fight like 6 different packs of wolves. It's more paranoid than a Ubisoft game.

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The Forgotten City (2021) revisited

Radiator Blog

Interesting approachability / accessibility UX here. you'll be doing a lot of this: standing on a ledge and taking pot shots at zombies ON THE LEVEL: Room-to-room, wall-to-wall, the world is OK. The final boss fight is a conversation, and the ultimate weapon is. philosophy and logic!! Take that, god!

NPC 52
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2022 Predictions #2 How to win after Fortnite's and Why Going Cross-Platform is Mandatory for Mid-Core Games

Deconstructor of Fun

The most significant growth in revenue was seen in the following sub-genres: Open World Adventure is a newborn sub-genre that grew by 622% this year. Unlike with Sniper games, you could move and you were actually fighting other players. The high production values are not enough to cover the poor UX.