Dark and Darker is winning the extraction genre & there is a lot we can learn from how that is going
We're in that time in the industry yet again where studios around the world are clamoring to be the ones that take the extraction genre mainstream. It started with Escape from Tarkov, then the Cycle, Marauders, and now Dark & Darker.
When something like this happens there is a lot we can learn as designers on how different studios iterate and innovate in their games and today we're going to look at how Dark & Darker is so far winning that race and why I am excited about it.
GAMES SHOWN:
Dark & Darker: https://store.steampowered.com/app/2016590/Dark_and_Darker/
Escape from Tarkov: https://www.escapefromtarkov.com/
The Cycle Frontier: https://store.steampowered.com/app/868270/The_Cycle_Frontier/
Marauders: https://store.steampowered.com/app/1789480/Marauders/
Zero Sievert: https://store.steampowered.com/app/1782120/ZERO_Sievert/
Music Used:
Nymano, Suuna - Moving on https://chll.to/f2a0e6be
Dotlights - Come In And Stay https://chll.to/411e6994
ØDYSSEE, Lucid Green - Slowly https://chll.to/53544acc
Afroham - Satisfaction https://chll.to/47f87927
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I started game design nuggets with the goal of teaching people about game design by analyzing what makes games work so well. This channel is still in its early days so if you like what you see here, please consider leaving a like, subscribing, and sharing the video with your friends!
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