Rage quitting is a sign
of bad game design and may give players a growing urge to kill the developers!
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.
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.
There's no beating around the bush, making all of the actions in battle consumable items is
simply 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.
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.