Not exact matches
He said it's better to pay five
game designers to sit around for a year and think about and discuss, over lattes, the
game they are going to
design than to ramp up 200 designers and have them create a
bad game because you can't stand not shipping something.
Sometimes they're right
because a boss might be broken thanks to really
bad game design.
The rest of the time is spent exploring (only you can't in any type of satisfying manner
because after 10 seconds you've got the pointless button pressing combat again) some terribly
badly designed maps (on roughly the same tech and inspirational level as Horace Goes Skiing - seriously that lost world of dinosaurs
game on the Spectrum 128K had way, way better level
design), following a story line that is so shallow it makes Jet Set Willy look like story telling genius, buying weapons and armour and levelling up which is all pointless
because the combat is just so useless.
Game mechanic, level design - i liked it, but what i didn't like is that the game didn't allow me to start a new level (41 or 42) because i didn't get enough experience points on previous levels, and besides i did them not so bad, the first ones are even perfect completed but even this is not enough for this g
Game mechanic, level
design - i liked it, but what i didn't like is that the
game didn't allow me to start a new level (41 or 42) because i didn't get enough experience points on previous levels, and besides i did them not so bad, the first ones are even perfect completed but even this is not enough for this g
game didn't allow me to start a new level (41 or 42)
because i didn't get enough experience points on previous levels, and besides i did them not so
bad, the first ones are even perfect completed but even this is not enough for this
gamegame.
Some sections of the
game are super frustrating
because of their
bad design but overall the
game is really enjoyable:)
There were plenty of
games I found epic as a kid
because they lasted 100 hours, but looking back that was probably
because you moved slowly, or battles in RPGs were too long or unresponsive or you spent half your time clicking through
badly designed menus - iron it all out and you have a much smoother and more immersive
game, I feel.
There's a difference between a
game that's an intense experience
because of technical limitations versus simply
bad design.
We took a few different approaches this time around, particularly
because the
game design is so wildly different — Pugs Luv Beats was an ambient exploratory experience, whilst
Bad Hotel is very much a challenge with loads of restarts and losing and winning and so on.
I don't understand why Suda51 gets a pass for
bad game design because it's «intentional» or «trolling the audience».
This is the
worst kind of Nintendo Hard:
games that are difficult
because of
bad design choices.