Sentences with phrase «bad game design»

Rage quitting is a sign of bad game design and may give players a growing urge to kill the developers!
There are also some really bad game design decisions.
The time restraints are a pain, the hoops you jump through on the main story are simply bad game design.
Sometimes they're right because a boss might be broken thanks to really bad game design.
People say it's «lag» but no, it's just bad game design decision.
It's yet another display of blatantly bad game design.
While not bad game design by any means, it means that players don't have a structure or challenge.
But here's the deal from my own perspective: Amy isn't a hard game in the true sense of the word, unlike games like Dark Souls — It's hard because bad game design makes it hard.
I don't understand why Suda51 gets a pass for bad game design because it's «intentional» or «trolling the audience».
So here's me tilting at the windmills of bad game design with a bowl on my head and a Han Solo toy on my Disney Infinity base.
They incentivize bad game design, they discourage variety, and they don't really offer any of the benefits they claim to.
This is a clear example of a place where design should have iterated on the idea, and then afterwards gone to a bar and shared a beer while talking about how collossally bad a game design decision it turned out to be.
For me, the most intriguing case of bad game design as an asset is Eve Online.
There's no beating around the bush, making all of the actions in battle consumable items is simply bad game design.
Nostalgia isn't an excuse for bad game design»
The biggest copout that reeks of bad game design is having an OP sniper on the side of police helicopters, taking down the player in a matter of shots.
It's crippled by an over-reliance on the worst game design cliche ever invented: too much collecting.
Again, NOT lag, bad game design.
As for why you're safe in the camp, same reason you're safe when you change zone / room - good / bad game design.
6 and 7 saw the decline for me, but 8 was the epitome of poor choices and bad game design.
However, it fails in delivering the same fun because of what I believe is bad game design.
I predict numerous people buying the game, getting owned, and then running to their Internet forum of choice to complain about the «bad game design» or «cheap» enemies.
That's bad game design.
But for me, bad game design is simply bad game design, and I'm acutely aware of it the whole time I'm playing.
I also don't think the original Metroid is an example of bad game design; they were clearly going for the paranoid horror feeling (just look at that intro and the music), and just didn't have the technical capacity to make it as compelling and flashy as games of today a la Dead Space.
Everything about it seems like «bad game design
That's not to say it's bad game design, but it's one of the biggest conflicts of game design vs. world building I've seen in recent years.
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