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When a game about relationships makes its core message to its design principle
It Takes Two · Posted on December 26, 2024December 26, 2024
Why its tutorial sequence is more than gimmicky fan service
Indiana Jones and the Great Circle · Posted on December 10, 2024January 2, 2025
Dragon-Age-The-Veilguard-Keyart
Its cuddle-group tonality and flow-over-substance attitude subverts the escapism of a dark fantasy world
Dragon Age: The Veilguard · Posted on November 3, 2024December 14, 2024
Amazingly, Star Wars: Outlaws acomplishes what has been an eternal dumpster fire for Disney
Star Wars: Outlaws · Posted on August 27, 2024December 10, 2024
system-shock-game-wallpaper
How System Shock became interesting by not giving a f**k
System Shock · Posted on January 28, 2024December 10, 2024
Avatar-Frontiers-of-Pandora-Game
The liberating joy of making the journey the reward
Avatar: Frontiers of Pandora · Posted on December 12, 2023December 10, 2024
The torment of interstellar commute that could have been an e-mail
Starfield · Posted on October 19, 2023December 10, 2024
How revamping the pace of the experience unleashes the force in this adventure
Star Wars Jedi: Survivor · Posted on June 30, 2023December 10, 2024

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The Gamedesign Gazette is a place for industry veterans to vocalize their thoughts on the most intriguing game design concepts, world design ideas, game mechanics and other hot topics, that drive the games industry forward. With our contributors' experience working in the games industry for over a decade, we set out to not only share our excitement playing both modern and vintage video games, but to identify what aspects of their game design makes them stand out. Discussing different approaches to game design, game mechanics and world design is at the heart of our passion and we are looking forward to share our thoughts and knowladge with the readers of The Gamedesign Gazette.

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