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5 votes
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Balancing act: How developers approach making games feel "fair"
6 votes -
Daniel Floyd's favorite game animation of 2019
4 votes -
The invisible art of game titles
6 votes -
Indie game VVVVVV's source code is now public
22 votes -
A condemnation of time - Discussion of how to tell a linear story in a medium that is inherently nonlinear
4 votes -
A tour of the exhibits at "Is This a Game?", an event in Japan for experimental game-like experiences
8 votes -
Inspired by Wikipedia and its predecessors, a new genre is emerging at the crossroads of interactive fiction and alternate reality games
8 votes -
Artificial Loneliness - Appreciating the rare moments of emptiness inside the busy worlds of modern gaming
6 votes -
The effects animation of Hollow Knight
13 votes -
Robin Sloan: Three things I learned about games while contributing writing to Neo Cab
4 votes -
The stairstep approach to indie game marketing
4 votes -
Area-focused narrative design
4 votes -
Squash and Stretch - The twelve principles of animation and how they apply to games
5 votes -
This is what a "second-person" video game would look like
16 votes -
To make Later Alligator, Smallbu had to wrestle with game design
3 votes -
Bounce Back Postmortem: A Zelda Style Boomerang Game for #JS13k
7 votes -
Sid Meier discusses Civilization's original design as a real-time strategy game and the transition to turn-based | War Stories
13 votes -
The animation of Hollow Knight
11 votes -
Exploring the tech and design of 'Noita'
6 votes -
Why I Write Games in C (yes, C)
20 votes -
How to grow as a game designer - What to read, where to get ideas, and knowing thyself
7 votes -
Designing the satisfying space combat of Rebel Galaxy Outlaw
5 votes -
How scrolling textures gave Super Mario Galaxy 2 its charm
12 votes -
As game budgets balloon, indie devs learn to work smarter - The creators behind Outer Wilds, Observation, and Void Bastards on getting more for less
3 votes -
How Link's climbing animation works in Breath of the Wild
14 votes -
Cane and Rinse interview with Fumito Ueda (Ico, Shadow of the Colossus, The Last Guardian)
4 votes -
The creepy corridors of video games
12 votes -
The JRPG Startup Cost, Part II - An analysis of how long it takes to reach various gameplay milestones in classic JRPGs
9 votes -
Subnautica: a world without guns | War Stories
8 votes -
David Sirlin's new fighting game Fantasy Strike released today - this is his summary of its notable features and innovations
9 votes -
The Glorious, Profitable, Inescapable Art of Addiction
9 votes -
6 ways AI is making an impact on video games
8 votes -
Pac-Man ghost AI explained
13 votes -
What are some ideas and experiences that are underexplored in gaming?
I was thinking about this question recently because I finished watching Game of Thrones and it made me want to play a game where I get to be a badass dragon. Unfortunately, it turns out there are...
I was thinking about this question recently because I finished watching Game of Thrones and it made me want to play a game where I get to be a badass dragon. Unfortunately, it turns out there are surprisingly few games that tackle that experience.
I also recently played a game called 1979 Revolution: Black Friday, which attempts to inform the player about a real event in history through Telltale-style adventure gameplay. Though it's fictionalized, I realized while playing that it's as close to a documentary as I've come in gaming, which I would argue is another unexplored area.
That said, I'm curious to see what people here think.
- What are some ideas/experiences that games haven't tackled, or have hardly scratched the surface of?
- Why do you think this area has gone untouched for so long? Oversight? Tough to design around? Unfeasible? Unfun?
- Are there any games that do fit your bill? Are they any good?
- If you had to design a game to fill the niche you identified, what might it be like?
26 votes -
How artificial intelligence will revolutionize the way video games are developed and played
8 votes -
Subnautica's design director explains how they crafted an exciting and dangerous experience without allowing the player to fight back
13 votes -
Do you people think that BOCProject will be able to deliver on their promises?
3 votes -
In praise of ultra-short games
9 votes -
What are some good introductory books on video game theory and design?
I'm looking into making a 2D video game just for fun, and I'd like to know some books on the subject. Not necessarily technical, since I got that covered with Godot Engine materials, but...
I'm looking into making a 2D video game just for fun, and I'd like to know some books on the subject. Not necessarily technical, since I got that covered with Godot Engine materials, but brainstorming, planning, narrative, theory, etc... You know, some big-picture stuff!
For convenience and personal preference, I much prefer books instead of videos and articles.
12 votes -
Making fluid and powerful animations for Skullgirls
5 votes -
Ace Attorney: Wordplay localizations and their consequences
7 votes -
"There’s space in the medium for ultra-hard games." - Capybara's "Below" and the difficulty in crafting difficulty
7 votes -
Tetris 99 isn’t just a great twist on a classic—it’s a gameplay revolution
28 votes -
Categories of action in strategy gaming
3 votes -
The impossible architecture of video games
7 votes -
The JRPG Startup Cost - An analysis of how long it takes to reach various gameplay milestones in classic JRPGs
10 votes -
How "At the Gates" took seven years of my life – and nearly the rest
10 votes -
SoberDwarf Design Documentaries: "Randomizer" romhacks/mods
3 votes -
How a book binds the Return of the Obra Dinn
7 votes