game design

AppWizard
January 30, 2026
A US gamer, Cayden Breeden, has filed a lawsuit against Epic Games, Microsoft Corporation, and Mojang Studios in New York, claiming that Fortnite and Minecraft are designed to exacerbate video game addiction. The lawsuit alleges that the companies failed to inform players about the dangers of excessive gaming and did not implement safeguards against compulsive gaming, which Breeden characterizes as negligent and fraudulent. He describes his gaming habits as compulsive, leading to withdrawal-like symptoms when not playing, and seeks compensation for pain, suffering, emotional distress, and related costs. The case argues that the design mechanics of both games promote extended play and addictive behaviors, despite lacking traditional gambling elements. This lawsuit is part of a growing trend of legal actions against gaming companies in the US. Community reactions on Reddit have varied, with some users expressing skepticism about the lawsuit's viability and others discussing the balance between personal responsibility and corporate accountability in game design. The outcome of the case could impact future game design and regulatory compliance in the industry. No formal statements have been made by the defendants regarding the lawsuit.
AppWizard
January 27, 2026
Minecraft has partnered with Sir John Soane’s Museum to create a digital experience called Soane’s Portals to the Past, allowing players to explore a virtual version of the museum. This interactive gaming experience features digital guides, including historical figures Sir John Soane and his wife, Eliza, as well as Soane's dog, Fan. Notable spaces like the Picture Gallery, Breakfast Room, and Dome have been recreated, showcasing artworks such as Canaletto's Riva degli Schiavoni, Venice. Players can also embark on guided tours of ancient sites in Egypt, Greece, and Rome. The virtual environment was created by BlockBuilders, and lesson plans from Microsoft Office 365 Education enhance its educational value. The partnership aims to fulfill the museum's educational mission and share its collection with a global audience through Minecraft. A demo of the experience is available for download.
AppWizard
January 27, 2026
Josh Sawyer, design director at Obsidian, discussed the concept of difficulty in game design on his YouTube channel, emphasizing the need to understand player expectations rather than viewing difficulty as a fixed set of challenges. He highlighted the benefits of offering detailed difficulty settings, as some players desire granular modifications to enhance their gaming experience. Sawyer categorized RPG players into three types: adventurers, survivalists, and explorers, noting that each type has different motivations and preferences. He suggested starting with complex mechanics that can be simplified based on player preferences, using bullet drop mechanics as an example. Sawyer concluded that providing granular difficulty options is advantageous for both players and developers and committed to prioritizing this approach in future projects.
AppWizard
January 21, 2026
Guy Ulmer leads platform partnerships at Plarium, part of the Modern Times Group, which develops and publishes games like Raid: Shadow Legends and Stormfall: Saga of Survival. The gaming industry is experiencing a shift in discoverability, with nearly one-third of developers identifying it as their primary challenge by 2026. Players increasingly discover new titles through platforms like YouTube (64%), TikTok (38%), and Instagram (36%), surpassing traditional storefront promotions. Developers must engage players through social media and creator ecosystems rather than relying solely on major storefront placements. Storefront interactions require strategic optimization, as platforms like Google Play and Apple are expected to prioritize games that align with new features. Developers must treat every game as a service, engaging in continuous updates and sales events. Successful developers will design games with marketing in mind, utilizing strategies like incentivized referrals, stream integration, and generative AI for content creation. The focus has shifted from maximizing visibility at launch to ongoing optimization throughout a game's lifecycle, making discoverability a fundamental design principle.
AppWizard
January 12, 2026
Concerns are rising about the release of GTA 6, with speculation that it may not launch until 2027 due to delays, ongoing leaks, and legal challenges faced by Rockstar. Former Bethesda lead artist Nate Purkeypile warns that the project's scale could be risky for any studio other than Rockstar, which has a track record of successfully managing large-scale games. The anticipated budget for GTA 6 is rumored to be around a billion dollars, with a development cycle exceeding a decade. Purkeypile emphasizes the importance of experience in handling ambitious projects, citing the troubled launch of Cyberpunk 2077 as a cautionary example. He suggests that Rockstar's experience allows them to take their time, but warns that many studios fail when attempting similar large projects without the necessary background. Purkeypile also expressed a desire for a potential GTA 7 set in Texas, incorporating immersive sim elements, but noted that the current development pace might delay its arrival until the 2040s.
AppWizard
January 12, 2026
Hytale, a standalone game inspired by Minecraft, is set to enter early access on January 13. It is developed by Hypixel Studios, founded by Simon Collins-Laflamme, and aims to provide players with extensive custom game creation tools. A level designer at the studio created a 2D side-scroller as a demonstration of the game's potential. The game will feature mechanics for object placement similar to an MMO housing system and include machinima-making tools. Hytale's development has been tumultuous, but it is expected to unleash a wave of creativity in the gaming community upon its launch.
AppWizard
January 8, 2026
Jonathan Blow has unveiled his new project, Order of the Sinking Star, at last year's Game Awards. The game has been in development for nearly a decade and is described as a "game design supercollider," combining four distinct puzzle games into a vast puzzle chimaera with 500 hours of content. Blow considers Stephen's Sausage Roll one of the best puzzle games, despite its difficulty, and found Trifolium: The Adventures of Gary Pretzelneck interesting due to its deceptive simplicity. He has not encountered many recent puzzle titles that have impressed him.
AppWizard
December 31, 2025
Modern PC gaming faces a challenge where gamers experience underutilized GPUs at around 60% capacity, leading to faltering frame rates despite investing in high-end graphics cards. This issue arises not from CPU inadequacy but from gaming demands evolving faster than how games utilize CPU power. Players upgrading to more powerful GPUs like the RTX 4080 or RX 7900 XT report minimal frame rate improvements, particularly at 1080p and 1440p resolutions, with CPU cores being pushed to their limits while GPU usage declines. This trend is evident across various game genres, and even DirectX 12, which offers improved multithreading, struggles to scale effectively beyond six to eight cores. Developers recognize these CPU limitations but find it challenging to address them. Modern games simulate numerous elements continuously, rely on real-time asset streaming, and face difficulties in distributing workloads effectively across CPU cores. Additionally, console hardware influences game design, often leading to CPU-bound scenarios on high-end PCs. Performance varies between Intel and AMD CPUs depending on game design, with some games demonstrating effective CPU scaling while others do not. CPU bottlenecks are expected to persist as GPU advancements outpace CPU improvements, emphasizing the need for gamers to consider CPU capabilities alongside GPU upgrades.
AppWizard
December 30, 2025
In 2025, the PC gaming industry has shifted away from the pursuit of cutting-edge graphics, as advancements have plateaued and often yield only marginal improvements. AI-generated enhancements have not generated the expected enthusiasm, especially given their high costs. Successful games like Peak and REPO demonstrate that engaging gameplay can thrive on budget-friendly PCs, some nearly a decade old. The term "friendslop" describes a genre of games that, despite being labeled low-effort, feature intentional design choices that enhance enjoyment. REPO involves transporting a fragile vase, creating tension and humor, while Peak utilizes immersive sound design and dynamic lighting to convey danger and adventure. Abiotic Factor, a survival game, runs smoothly on older hardware while using modern lighting effects. Larger productions like Kingdom Come: Deliverance 2 and Battlefield 6 prioritize performance over graphics, optimizing for mid-range and minimum-spec PCs. The common thread among these titles is that gameplay is prioritized over graphics, suggesting a potential turning point in the industry towards valuing engaging mechanics and narratives over visual fidelity.
AppWizard
December 25, 2025
Tavern Keeper is an early access simulation game where players manage a pub called The Half Pint in a whimsical setting. Players can offer a variety of drinks and snacks, including wines, ales, and ethically sourced meats. The game encourages creativity by allowing players to manipulate the environment and design unique taverns. Players can share their creations with the community and engage in quests and narratives with various visitors, including a halfling aspiring to be a stand-up comedian and a guild representative. The game features a humorous narrative and allows players to experience agency in their choices.
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