Brooke Silva+FollowDo Graphics Still Matter in Gaming?Are we finally at the point where graphics aren’t the main event in gaming? Industry legends Fumito Ueda and Keita Takahashi think so, pointing to Roblox’s massive popularity as proof. With development costs for photorealistic games skyrocketing, is it time studios shifted focus from hyper-detailed visuals to creative gameplay and unique experiences? What do you value more: eye candy or innovation? Let’s debate! #Games #VideoGames #GameDesign10Share
Amanda Short+FollowAre Micro Puzzles the Secret Sauce?Ever notice how those tiny, blink-and-you-miss-it puzzles in open world games—like the Korok Seeds in Zelda—keep you glued to the screen? Adam Robinson-Yu, the mind behind A Short Hike, thinks these “Where’s Waldo moments” are what make wandering in massive game worlds actually fun. Is rewarding curiosity with gameplay the future of open world design, or just a clever distraction? Let’s debate: do you love these micro challenges, or do they just clutter your map? #Games #VideoGames #GameDesign10Share
Eric Stevens+FollowAre Game Worlds Getting Too Layered?Ever thought about how open-world games like Assassin’s Creed and Far Cry are built? Ben Hall, who’s crafted these massive landscapes, says it’s like peeling an onion—each layer shapes the next. But does this layered approach make exploration richer, or just more overwhelming? As worlds get bigger and more complex, are we gaining depth or just more to do? Let’s debate: is this the future of immersive design, or is it time for a new direction? #Games #VideoGames #GameDesign10Share
Eric Stevens+FollowDid Crash Bandicoot Lose Its Jump Magic?Ever wondered why the Crash Bandicoot remake just doesn’t feel as tight as the 1996 original? Turns out, it’s all about those crucial 30 milliseconds in the jump mechanic. The co-creator says the remake nailed the visuals but missed the nuanced jump timing that made the original so satisfying. Is pixel-perfect platforming more about feel than graphics? Let’s debate: should remakes prioritize mechanics over visuals? #Games #VideoGames #GameDesign00Share
norma13+FollowIs Bigger Always Better in Open Worlds?Ever felt overwhelmed by massive game maps? Ubisoft’s Ben Hall aimed to make Assassin’s Creed Odyssey epic but not exhausting, carefully placing Athens at the center to balance exploration and fun. But with Valhalla, did the series tip into ‘too much of a good thing’? Are sprawling worlds still exciting, or do they risk turning gameplay into a grind? Let’s debate what makes an open world truly engaging! #Games #VideoGames #GameDesign30Share
norma13+FollowGuns or Stealth: Can Games Do Both?Deus Ex almost didn’t happen because devs thought giving players a gun would kill stealth gameplay. But Warren Spector’s vision for a hybrid—part shooter, part stealth, part role-playing—rewrote the rules. Today, we see its DNA everywhere, from Prey to Skyrim. So, does mixing genres elevate games, or dilute their identity? Would you rather sneak or shoot, or is the magic in the choice? #Games #VideoGames #GameDesign00Share
norma13+FollowNo More Fetch Quests in Witcher 4?Ever get tired of RPGs sending you on endless fetch quests that feel like busywork? CD PROJEKT RED is doubling down on their 'no fetch quest' policy for The Witcher 4, promising every quest will feel meaningful and worth your time. Is this the gold standard for RPG design, or do simple tasks still have a place in massive open worlds? Let’s debate: what makes a quest truly memorable for you? #Witcher4 #GameDesign #RPG #Games #VideoGames10Share
Frances Chandler+FollowKojima’s Cameos: Genius or Cringe?Hideo Kojima just owned up to all those self-references in Death Stranding 2—yep, every Easter egg is his idea, not his team’s. Some fans love the meta nods, others roll their eyes. But after 30 years, Kojima’s not stopping. Are these self-inserts a creative signature or just ego overload? Where’s the line between playful auteur and self-indulgence? Let’s debate! #DeathStranding2 #Kojima #GameDesign #Games #VideoGames40Share
Amanda Short+FollowRPG Depth vs. Player Freedom: Where’s the Line?The Outer Worlds 2 is doubling down on complex role-playing systems, but here’s the twist: you can go deep or just blast through. Creative director Brandon Adler says you’ll never be forced into stealth or systems you don’t care about. But with no respec option, are we sacrificing flexibility for immersion? Is locking in choices the real RPG experience, or does it limit playstyles? Let’s debate! #TheOuterWorlds2 #RPG #GameDesign #Games #VideoGames00Share
Frances Chandler+FollowBorderlands 4: Gun Customization Overload?Gearbox is shaking up Borderlands 4’s arsenal with a new gun manufacturer system, mixing parts and behaviors for even wilder weapon combos. As a longtime looter-shooter fan, I’m hyped for the chaos, but is there such a thing as too much randomization? Will this innovation keep gunplay fresh, or will it overwhelm players hunting for the perfect build? Let’s talk: does more surprise equal more fun, or just more frustration? #Borderlands4 #GameDesign #LootShooter #Games #VideoGames10Share