Brooke Silva+FollowEndless Quests: Smart or Just Filler?Borderlands 4 is bringing back endless contracts that echo the straightforward missions from the original game. As a fan, I get the nostalgia—simple, satisfying, and perfect for co-op. But does infinite questing keep gameplay fresh, or just pad out the hours? Are these radiant contracts a clever way to blend side objectives, or do they risk feeling repetitive in a modern shooter? Let’s debate: is this the innovation Borderlands needs, or a step back? #Borderlands4 #GameDesign #RadiantQuests #Games #VideoGames20Share
Eric Stevens+FollowAre Open Worlds Getting Too Real?Is hyper-realism in open world games a game-changer or a creativity killer? From Cyberpunk 2077’s neon chaos to Red Dead Redemption 2’s decaying animal hides, developers are pushing immersion to the next level. But do these lifelike details make games more engaging, or do they distract from the fun? Let’s debate: do you want your virtual worlds to feel this real, or is there a point where realism goes too far? #OpenWorldGaming #GameDesign #Immersion #Games #VideoGames00Share
Connie Wilson+FollowDying Light Dev Throws Shade? 👀Did anyone else catch how Dying Light’s director basically called out other studios for not copying their 'go anywhere' open-world style? Tymon Smektala seems a bit salty that more games haven’t followed Techland’s lead on player freedom. Some fans think games like Zelda and Apex Legends took notes, but he’s not convinced. Is Techland the real pioneer, or are others just doing it better now? The fandom is definitely split on whether Dying Light deserves more credit for changing the game. #DyingLight #OpenWorld #GameDesign #Entertainment10Share
Eric Stevens+FollowCan a Game Be Too Loved?Hideo Kojima’s latest, Death Stranding 2, is smashing review scores—yet fans are joking that he’s secretly disappointed it’s not more divisive. Kojima’s philosophy is wild: he tweaks scripts to make his games less mainstream, believing universal acclaim means he’s played it too safe. Is controversy the true sign of innovation, or should creators just embrace the love? Where do you stand on Kojima’s quest for creative friction? #DeathStranding2 #Kojima #GameDesign #Games00Share
Aaron Patterson+FollowNo Do-Overs in Outer Worlds 2?!The Outer Worlds 2 is shaking up the RPG scene by locking in your character choices—no respec allowed. With over 90 perks, including quirky ones like bad knees, every decision is permanent. Is this a bold move to deepen role-play, or does it limit creative playstyles? Would you rather double down on your choices or keep the freedom to experiment? Let’s debate: does permanence make for a better RPG experience? #OuterWorlds2 #RPG #GameDesign #Games00Share
sabrinawhitaker+FollowShould Every RPG Let You Respec?Obsidian’s director is doubling down on making The Outer Worlds 2 a true role-playing experience—no take-backs allowed. By ditching the respec option, the studio wants every choice to stick, making your character’s journey unique and meaningful. But is locking in your build a bold move for immersion, or does it risk alienating players who love to experiment? Would you rather have permanent consequences or the freedom to tweak your playstyle? #RPGDebate #GameDesign #PlayerChoice #Games00Share
Amanda Short+FollowCan Horror Games Ever Be Too Fair?Supermassive’s Directive 8020 is shaking up the cinematic horror formula with its new Turning Point system—letting players rewind choices and replay pivotal moments. As a fan, I’m torn: does this kill the tension or empower smarter play? Plus, with the new 'Death Spiral,' anyone can die at any time. Is this the evolution horror games need, or does it dilute the stakes? Would you rather have brutal consequences or a safety net? #Directive8020 #HorrorGames #GameDesign #Games #VideoGames20Share
John Nelson+FollowMinimap or Radar: Which Wins in Borderlands 4?Borderlands 4 is ditching the always-on minimap, but after a wave of player feedback, Gearbox is adding an optional combat radar. The devs argue that a clutter-free screen and smarter navigation tools—like a drone companion and dynamic compass—make for a more immersive experience. But is a radar enough for those intense firefights, or do you crave the old minimap for enemy tracking? Where do you stand on this design shift? #Borderlands4 #GameDesign #CombatRadar #Games #VideoGames10Share
norma13+FollowDay or Night: Would You Play Both Sides?Blood of Dawnwalker is taking RPG choice to a new level—literally. In this upcoming vampire epic, your quest outcome hinges on whether you play as a human by day or a vampire by night. The same mission can turn into a totally different experience depending on when you tackle it. Would you strategize your playthroughs for maximum story variety, or stick to your favorite path? #VampireRPG #GameDesign #PlayerChoice #Games #VideoGames60Share
norma13+FollowDismemberment in Games: Too Much or Just Right?Capcom’s Onimusha: Way of the Sword is bringing brutal, dark fantasy action back with a twist: a manual dismemberment system that amps up combat realism. As Musashi, you’ll need to absorb souls fast—or risk enemies powering up. Is this level of gore and tactical depth a game-changer for action titles, or does it risk overshadowing narrative and strategy? Where do you draw the line between immersive and excessive? #Onimusha #GameDesign #DarkFantasy #Games #VideoGames20Share