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I’ve noticed that when I play open world games I can have wildly different emotional reactions to exploration. Like, a new quest hub opens up and sometimes I go “Oh nice, there’s so much to do” and sometimes I go “oh no, there’s so much to do”. Why does this happen and what design choices make the difference?

Ask a Game Dev

When youre playing a game and your cognitive load is too light, youre at the risk of feeling a little aimless and bored. You already have all of these things youre thinking about already - this quest for this NPC, that collection for the thing you wanted to craft, how to defeat these particular monsters, etc.

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AWS for Games to spotlight generative AI at GDC 2024

AWS Games

With the annual Game Developer Conference (GDC) just days away, Amazon Web Services (AWS) for Games is ramping up to host exciting technology demonstrations and programming focused on evolving industry trends, including generative artificial intelligence (AI). Be sure to RSVP here if you plan to attend.

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AWS for Games debuts Guide to Generative AI for Game Developers, and more at GDC 2024

AWS Games

Generative artificial intelligence (AI) is rapidly transforming industries, a seismic shift that was certainly felt at the 2024 Game Developer Conference (GDC) held last week in San Francisco at the Moscone Convention Center. Check it out , and follow the recap below for a full rundown of AWS for Games activities at GDC 2024.

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I’ve noticed that when I play open world games I can have wildly different emotional reactions to exploration. Like, a new quest hub opens up and sometimes I go “Oh nice, there’s so much to do” and sometimes I go “oh no, there’s so much to do”. Why does this happen and what design choices make the difference?

Ask a Game Dev

When you’re playing a game and your cognitive load is too light, you’re at the risk of feeling a little aimless and bored. You already have all of these things you’re thinking about already - this quest for this NPC, that collection for the thing you wanted to craft, how to defeat these particular monsters, etc.

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Sandbox vs themepark

Raph Koster

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

Radiator Blog

and my notes are obviously going to spoil some of the game's structure, but all these spoilers are pretty vague and anyway I don't name any names. This is a business model I've always wondered about -- make a big complicated game, but then earn revenue from selling ads on the wiki for your own game? Anyway, here's my notes.

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Quest Feedback

Grumpy Gamer

1) You have options on how to act and what to do after you acted, (2) these choices impact the game and future choices, both in the near future and far future; and (3) when playing for the first time I didn't feel like I had a choice, there was only thing my character would have done. Quests that do world building.

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