
Nioh 2
GameBy Team NINJA · Released Mar 13, 2020
Documents about Nioh 2
Whitepaper5 pages
Tracing Gender Affordances in Avatar Customization: A Methodological Framework
Han's paper proposes a methodological framework for analyzing gender affordances in avatar customization systems, arguing that gender is not encoded in a single toggle but is distributed across interacting options, boundaries, and defaults.
- Gender in avatar customization systems is not encoded in a single toggle but is distributed across interacting options, boundaries, and defaults, so analysis focused on visible gender widgets misses how gender is actually constituted.
- Han critiques McArthur et al.'s Avatar Affordance Framework for focusing too narrowly on visible widgets, and builds on Butler's notion of performatively constituted gender and Iantorno and Consalvo's work on intersecting class, race, and gender in CRPG character creators.
- The proposed framework rests on four analytical lenses: Gender-Related Options, Option Interactions and Navigational Distance, Boundaries of Gender Expression, and Defaults and Invisible Rules.
DiGRAJun 2026
Whitepaper19 pages
Combat System Design for Action Games: Key Concepts and Styles
This analysis establishes a framework for understanding real-time melee combat systems in action games, positioning gameplay systems as a level of analysis between broad, game-wide concepts and narrow single-title studies.
- The framework positions real-time melee combat as a middle level of analysis between broad game-wide concepts and narrow single-title studies, and is deliberately restricted to real-time melee, excluding turn-based and auto-battler combat.
- Combat is built from movesets, timing, and frame-based windows, with core vocabulary including startup, active, and recovery frames, cancels, combos, and punishes, and collisions resolved through hitboxes and hurtboxes.
- The report defines 'operational challenge' as the product of operational complexity and action precision, encompassing move, chain, and spatial precision.
DiGRAJun 2026
Report29 pages
Souls‑likes: From Niche to Mainstay
Souls-likes have moved from a niche subgenre to a mainstream pillar of game design, and this Video Game Insights analysis examines how developer class, region and player geography shape commercial success.
- The souls-like genre has shifted from indie-dominated to AAA-led, with AAA and AA publishers now accounting for over 70% of estimated units sold on Steam.
- Chinese gamers represent approximately 47% of the global souls-like audience, significantly outpacing the United States at 15% and Germany at 5%.
- APAC developers have surged to control roughly 80% of the genre's development share as of 2025, building on a foundation established by Japanese studios.
Sensor TowerJan 2025
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