People have been playing Super Mario 64 for years but few have plumbed the depths of how it was constructed and the unique ways its world works the way speedrunners have.
“Magic is secretly, not really … it’s not one game,” head Magic: The Gathering designer Mark Rosewater told me. “It is actually a bunch of different games that all have a shared rule system. Every time I make a card set, I’m making the game for everybody, but for each person, it’s a different game to them.”
Nearly every open world game makes the player collect random garbage, and it’s almost never fun. Instead, collectibles often come across as content fodder, meant to pad up the time a player might spend with a game. Breath of the Wild is not like that at all.
The release of the former Wii U exclusive Yoshi’s Woolly World to the Nintendo 3DS demonstrates once again that gaming menus are best when they’re lists. Nothing fancier is needed. We don’t need to be able to wander every which way through them.
Undertale creator Toby Fox took to social media yesterday to show off some early notes about the game’s creation. The notes feature early concepts for gameplay systems as well as early sketches of some beloved characters.
Final Fantasy XV has some wonderful boss fights. Aranea Highwind offers an memorable encounter thanks to an onslaught of smart design choices. We take a closer look in this video.
Dishonored 2 lives and dies by its level design. Tricky guard patrols and magical abilities don’t mean much without a good playground to sneak around in. Luckily, the game has one of the best levels in recent memory: the transforming Clockwork Mansion.
I’ve been thinking a lot about Rage lately. Last week, I dove back in. Minutes became hours, and I soon realized I was having a blast. When I was finally done, I had to ask: why doesn’t Rage get the love it deserves?
“So what does a game designer do? Are you an artist? Do you design characters and write the story? Or no, wait, you’re a programmer?”
I stayed perfectly still after they chased me into the air vent. I hadn’t heard anything for several minutes. Surely they’d left by now. Crawling out of my hiding spot, I found myself face to face with one of my pursuers. He hadn’t moved. He started shouting, but he remained locked in place, unable to move at all. …
When it comes to engrossing the player into an interactive game world, the choice of perspective can have a massive impact on how gamers experience the various scenarios they find themselves in. Perspective serves as the graphical gateway into the virtual environment that players shall be exploring and shapes the way…
“Jenga.” Depending on where you’ve played it, the very word conjures up memories of family holiday gatherings or boozy dorm room parties. But, if Hasbro had its way, the world-famous tower game would have a different name.
A good video game menu is like a good roadie: It stays out of the way. But still, far too many menus waste far too much of our time. People want to play games, not mess around in menus!
Jump scare me with zombie dogs, taunt me with shrieks and gurgles or shock me with grotesque imagery all you want — I'm not truly tense until the telltale signs of a virtual ass-whupping start showing up.
Rarely, if ever, do we think about the mental state of the creator/s and how the design and building of a game impacted them. We take it for granted, perhaps, that their sole purpose in creation is to provide something that affects us.
Usually, when you hear about games that never make it out into the world, you get a few screenshots. Maybe a trailer teasing what might have been. But the dev studio behind Heavenly Sword and DmC are showing damn near all the work they did on a title that never saw the light of day. It's great reading for anyone…
"Perhaps we're not putting enough skulls on things… we could license celebrity skulls."