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
Aaron Patterson+FollowIs Leon Too Cool for Real Horror?Capcom’s decision to sideline Leon Kennedy in Resident Evil 9 Requiem has the fandom buzzing. Director Koshi Nakanishi claims Leon’s fearless swagger just doesn’t fit the ‘addictive fear’ vibe they’re aiming for. Instead, we get Grace Ashcroft—a more relatable, easily rattled protagonist. Does a less heroic lead make horror games scarier, or do we lose the thrill of playing as an icon? Would you rather face Raccoon City’s nightmares as a legend or an underdog? #ResidentEvil9 #GameDesign #HorrorGames #Games #VideoGames10Share
Ashley Cooper+FollowDoes Efficiency Hurt in Death Stranding 2?Ever notice how Death Stranding 2 actually punishes you for being an efficient courier? Turns out, bulk deliveries net you fewer rewards than handing in each parcel one by one. Players are debating if this design choice is a clever way to encourage deeper engagement or just an annoying grind. Is maximizing upgrades worth the repetitive delivery loop, or should Kojima rethink this system? What’s your take on rewarding inefficiency in game mechanics? #DeathStranding2 #GameDesign #PlayerExperience #Games #VideoGames50Share
Julie Hobbs+FollowDid Dying Light 2 Lose Its Scare Factor?Replaying Dying Light 2, I realized something wild: the real threat isn’t the undead, it’s running out of mushrooms to keep Aiden human. The horror vibe is overshadowed by resource management, making the night less terrifying and more of a checklist. With The Beast promising to bring back the fear, do you think survival mechanics should enhance or distract from the core horror experience? #DyingLight2 #HorrorGames #GameDesign #Games #VideoGames00Share
Donna Reyes+FollowAre Legendary Drops Losing Their Magic?Borderlands 4 is already tweaking its loot system after fans noticed legendary weapons dropping like candy in the demo. The creative director promises these rare guns will actually feel rare at launch, with tighter drop rates and pricier vendor options. But is this the right move? Should legendary gear be ultra-exclusive, or is more loot always better for the grind? Let’s debate what makes legendary items truly legendary! #Borderlands4 #GameDesign #LootDebate #Games #VideoGames20Share