I don't buy this because this has been a problem in every Zelda game since Link to the Past — very early in the game you just have way more money than you'll ever need, making it pointless to money to began with... I believe it's
a deliberate design decision for the purpose of making the game more accessible or something... but so much of current Zelda games don't seem to be well thought out, anyway, so this is just another bullet point on the list.
The omission of the «jump» button was a very
deliberate design decision, almost like a statement against other shooters of the time.
It could be argued that this is
a deliberate design decision to make the locations more dream - like in appearance, but personally it left me feeling irritated, like I was constantly staring at a vista that had somehow been smeared in Vaseline.
Where inconsistencies occur, like someone being able to sprint forever despite carrying 50 kg of stuff, they are generally
deliberate design decisions and not oversights.
But I'd be very surprised if Bungie didn't take inspiration from Monster Hunter, and if many of Destiny's supposed flaws weren't
deliberate design decisions made to help create a sticky, replayable game that will keep the faithful hooked for years.
Not exact matches
Both of these things are
deliberate design choices made to make the game more accessible for newcomers, and I'm not going to be counting those
decisions as negatives toward the final score because I understand the reasoning behind them.
There's a lot of really cool
deliberate sound
design decisions that reinforce storytelling or cinematic presentation in the game's racing courses.
It's a perplexing
decision if we consider it as a
deliberate design choice, but reports ahead of the S8's launch, which now seem validated by the device itself, suggest that it was a last - minute alteration enforced by the slower - than - desired development of more ambitious technology.