Sentences with phrase «for bad game design»

I don't understand why Suda51 gets a pass for bad game design because it's «intentional» or «trolling the audience».

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.
I am currently going to school for my masters in video game design, just got back to playing soccer after a bad knee injury.
Easily the worst MMA game yet and also one of the most ineptly designed and ruthlessly un-entertaining fighting games for years.
I liked the introduction of achievements and the fact they continued the story from the first game, but everything is a little too random for my taste (and some puzzles are just badly designed).
For fans this is maybe still a good game but there are a lot of annoying things and very bad design.
this game definitely did not deserve the hype it got, its not the worst, but unlike Pokémon (which its always compared to) will have a hard time to appeal to older people, with its cheesy humor, simplistic character design, and eccentric gameplay it only really works for kids 10 and under.
As fans could let some bad level design slide for the great cut scenes scattered throughout the game.
Thanks to the good reviews I decided to try the game expecting to be a really nice game, but sadly the reality was another, this game is full of grinding, and the worst of all, is just the kind of grinding that doesn't reward you at all, the maps are very awfully designed and it hasn't any replay value, so thanks for making me throw 45 $ for this BS.
I enjoyed this DQ game on the console it was designed for long long ago but given what I've read about the many bad decisions made in creating this lazy iOS port I can't justify the purchase price.
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 gGame 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 ggame 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.
As for why you're safe in the camp, same reason you're safe when you change zone / room - good / bad game design.
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«I know this * seems * like a legitimate contender for the worst - designed fighting game to ever exist, but it's actually a kind of lame cryptography game merely cosplaying as a legitimate contender for the worst - designed fighting game to ever exist.
With but a few exceptions, the interface of using a controller for these games is nothing compared to the precision of using a mouse and keyboard, but as I playing Bad North, I began to wonder if it's the genre or just how the interface and games are designed?
«If we constantly keep on delivering console ports and not games design for the PC player, the PC market will suffer from bad sales, piracy and bad DRM solutions... I wish that future PC projects are treated just the same way as we would treat Wii, PSP or DS — they are treated as separate projects in order to deliver a different but equally entertaining experience to all players.»
Thanks to the good reviews I decided to try the game expecting to be a really nice game, but sadly the reality was another, this game is full of grinding, and the worst of all, is just the kind of grinding that doesn't reward you at all, the maps are very awfully designed and it hasn't any replay value, so thanks for making me throw 45 $ for this BS.
But while Vampire Killer is by no means a bad game, most consider Castlevania as the template for the first ten years of the franchise, and its rigid physics and highly deliberate level design have yet to be matched.
I am not a millennial, before that gets thrown out there by the only guy on here who's opinion is correct, but if I wanted bad indie titles I would pay for them, giving away a game designed with a small team who need the money doesn't really feel right to me.
Sure, I had no formal education in a field relevant to game design, my programming skills were limited and self - taught, and my art skills were even worse, but I fancied myself a decent writer and an expert at RPGs and what more do you need for a script editing position at an RPG company?
It's a story about the consequences of vice, the forsaking of values and a quest for redemption, with a colorful level design and likable features borrowed from games like Zelda, but there are several interface design choices that make both exploration and combat bad, ruining the concept of a game that, I'm not kidding, could have been revered as 16 - bit Dark Souls.
Worse were games that built in a number of incredibly tedious design limitations, like forcing a player to wait for upwards of 20 minutes while changing locations, or severely limiting their ability to communicate with one another.
To bad the PSP was designed properly in the first place with its control layout * cough * second analog stick + level 2 shoulder buttons * cough * that this game would have been a completely unnecessary buy for PS2.
Despite Team Ninja's background in action design, Nioh features a lot of elements from ARPG games; for better and worse.
This isn't a bad idea, conceptually, as it theoretically offers a more rewarding experience for anyone willing to master a game's mechanics, but that notion falls apart the moment any difficulty mode above the default fails to take the game's design into consideration.
Thus, why first party titles from Sony always looked superior like Uncharted and Killzone, most third party games looked exactly the same or at times slightly worse on the PS3, due to developers designing for the 360 and porting to PS3.
«Well - designed» games had been released and loved for quite a while, and bad design might be more a product of an errant desire to change things up than not knowing how to design a game.
For me, the most intriguing case of bad game design as an asset is Eve Online.
The idea that a game has «bad design» if it frustrates you for longer than 30 seconds.
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.
To a certain extent, it's the nature of the beast for this type of game and it adds to the challenge... but there's a line between intentional difficulty caused by good design and accidental difficulty caused by bad design.
For fans this is maybe still a good game but there are a lot of annoying things and very bad design.
It might not be a bad idea to design a fighting game from scratch that is intended for consoles and is more geared towards online VS play, that might be quite different from the current model we all know.
As much as I like their designs and what I've seen of their personalities, bad voice acting can very quickly kill a game for me — but I'll have to wait and see for that one.
The evidence is clear: while «play to win» was overdone in earlier generations of free - to - play games, and gamers reacted badly, the world has changed significantly and it's time for game design (and gamer) biases to catch up.
Anyway I've rambled on far too long and wandered far from my original point, but for record — I agree that P2W games suck in general and that the payment model encourages design of bad games.
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Note that some badly designed applications (particularly older games) may store their save files in one location for all users on the system, as this was how many Windows applications functioned in the past.
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