Showing posts with label white paper. Show all posts
Showing posts with label white paper. Show all posts

Friday, June 2, 2023

Design review of Redfall by Arkane Studios Austin

I completed the main campaign in Redfall (official site, Steam, also on Game Pass), a 4 player co-op open world shooter by Arkane Austin, who's mostly known for detailed single player story-filled action games. The reviews and player reaction haven't been positive, but as an Arkane fan I felt compelled to play it for myself and take it on its own merits.

Overall I feel it's an OK game that's basically playable, despite the bugs and aggressive texture streaming and general unfinished feeling. If Microsoft had given them another 6-12 months to truly polish everything, then it maybe would've been a more solid OK game. 

Anyway I didn't mind the incompleteness so much because I was playing less for fun, and more "for work", as a first person game developer. In this sense, playing a 75% finished game is more useful than playing a 100% finished game. You get to see more of the big broad strokes before they got quite resolved, the intent vs. the execution. 

So this post will focus on my read of the general game design and player experience.

SPOILER WARNING: lots of general systems spoilers and gameplay screenshots, some story spoilers

Wednesday, November 10, 2021

Deathloop deconstruction / design thoughts


SPOILER WARNING: this post spoils levels, main quests, and gameplay systems in Deathloop

I guess this post is my contribution to Deathloop discourse. 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. Perfect for pretending to have played Deathloop if you find yourself talking to a game dev. Not that you should ever talk to a game dev.

Just to warn you, this post is 5700+ words with 3 sections:
  • General systems overview
  • More specific gameplay stuff -- stealth and level design notes, combat notes, invasion implementation
  • Critical path / progression overview with "beat sheet" tables