Talking to Gamasutra as part of a video interview (below), Hecker explained that observing human behavior has led him to
a game design decision that is different from what he originally had assumed would work best from a behavioral standpoint.
The only point that matters, and one that is definitely achieved through
this game design decision, is adding tension.
Leave
the game design decision to the game makers, please.
People say it's «lag» but no, it's just bad
game design decision.
Instead, its horrors are derived from the game's shoddy execution, weak puzzles and frustrating play rhythms, a nest of poor
game design decisions through which disappointment, not fear, are hatched.
This switch, amongst many other
game design decisions instead, encourage us to ask how much do we really need to live?
We think inside of the box: We always refer
our game design decisions to classical games and we believe game design innovation comes from what we already know.
Conversely, one could argue that the game is a prime example of effective
game design decisions.
For most game designers, the excitement of making an MMO for the under twelve set is quashed by the idea of having to make
game design decisions aimed at reducing the odds your game becomes a pedophile's wet dream.
Someone's always eager to assist with tech problems, vet
game design decisions, or blow off some steam with Smash.
Promises were made — how can you keep them, how does it influence
your game design decisions?
Oscar Clark offers the case for the defence for IAPs and why the issues lie with
game design decisions, not the business model itself
Which
game design decisions have worked well, and which ones not as well?
Virtuos marketing manager Laurent Leriche added that big Chinese gaming companies started as internet companies and base
game design decisions on data analysis and compilation.
Not exact matches
The
decision was made early to build the experience around quizzes and
games designed in «Flash» software and to carry over some of the visual values of the TV series.
There are definitely some head - scratching
design decisions from where we sit, but it remains that we can sink hour after hour into the
game without even feeling the time pass.
Captain America is a good
game that is held back by questionable
design decisions.
Marred by bad
design decisions, awfully short playtime and frustratingly easy puzzles, Yesterday is a
game that starts really strong, has a great story idea, but utterly fails to hook the player.
With all of the great
decisions made with the
game's
design and the obvious care from the developers, it's crazy to see how something as simple as playing online has become a hindrance on my time with the
game.
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.
While not nearly as deep as either one of the two franchise modes in the other NBA video
game, it's the bizarre
design decisions, bugs and deficiencies that were identified within minutes of basic testing that are most alarming.
But with problems like
game - stopping bugs and bad
design decisions all the ambition goes down the drain.
And on top of that, there are numerous bugs and
design decisions that make playing the
game frustrating at times.
But I could never shake the feeling that I was playing a
game developed by a team with a clear disdain for player enjoyment, a team that wrongly considers opaque
design decisions that punish experimentation a more «realistic» and difficult experience.
In fact, it owns its control scheme and reveals itself as an arcade
game at heart, so every
design decision fits this core conceit.
JL: What lead you to the
decision of backing the project at the level that got you a
design role on the
game?
I mentioned in my review of VF5 that, at some point a series» strange, off - putting
design decisions just becomes that
game's style, and can no longer be questioned or critiqued: If you didn't like endless cutscenes and almost no gameplay, then why are you «playing» a Metal Gear Solid
game?
In this article, we'll explore
design decisions while creating a «
game show» experience for a new - hire course.
One of the very first
design decision was to approach the
game with a model - view - controller (MVC) in mind.
This competitive online
game requires
decision making for all aspects of product
design and financial management.
These systems have to be
designed so that all schools have the same time frame for applications and admission
decisions, and so that they can not be
gamed by either schools or applying families.
This article is the second in the behind the scenes
design tips series, exploring
design decisions we made while creating a «
game show» experience for an instructor - led new hire course.
It is sort of a role - playing
game, but
designed in a way that gives you an opportunity to immerse yourself in the situation, make
decisions and gain knowledge in a more guided environment.
As Sottile and Brozik (2004) noted, «Well -
designed simulations and
games have been shown to improve
decision - making and critical thinking skills» (p. 2).
«On top of that, we'll share some of the high - level concepts with you to crowd source some of the
design decisions — For
Gamers.
This idea of controlling the
game is
designed to show the dog in a subtle way, that you are the
decision maker and that you control the
game.
This technique is
designed to show the dog in a subtle way, that you are the
decision maker and that you control the
game.
«
Design decisions were made that have made D2 a less engaging, and less distinctive,
game than D1.
that was a
decision we took, to delay the PC version, to take advantage of DX11, purely because we weighed it up and said, look, what it allows us to do is make the best - looking racing
game that has ever existed,»
game design manager Ralph Fulton told Videogamer.
According to the video the real reason that Watch Dogs was delayed by Ubisoft is because the Xbox One's online network is months away from operating correctly, and since Watch Dogs is a
game designed to be online at all times Ubisoft made the
decision to hold off on the
game's launch until both the PS4 and Xbox One have had updates to stabilise their online functionality.
It's worth the effort, though, as this is a thematic and very well
designed game that places you into the role of a person stranded on a mysterious island who must survive the random events that will befall you every turn while trying to make good
decisions about building shelter, hunting animals, creating items, gathering resources and exploring the island.
Taking a strong aspect of the
game design and implementing it into the gameplay was a genius
decision by the developer.
That may be a
design decision due to the heavy drift focus on the
game, but I would prefer not to pull the ebrake through corners... I don't in reality.
The Entertainment Software Rating Board (ESRB) ratings are
designed to provide concise and impartial information about the content in computer and video
games so consumers, especially parents, can make an informed purchase
decision.
Though the penalty - based scoring system is still a terrible
design decision that sucks a lot of fun out of the racing, it's a
game we now recommend without hesitation.
Most of your points are pretty muddy and when you take a stance on
design decisions you don't elaborate on WHY your stance would improve the
game nor do you address the tradeoffs in those
decisions.
Unfortunately some curious
design decisions dampen the whole affair and the
game suffers as a result, relegating the most entertaining elements to making intermittent appearances bookended by moments of sheer frustration or, even worse, boredom.
Removing the player character was a necessary
design decision, but it meant changing the
game's economy in ways we weren't sufficiently prepared for.
The Nintendo 64
game cartridge is one of the most flawed
design decisions in Nintendo's history.
With a simple movement system and endearing, whimsical characters, Cognition is
designed to be played by anyone, anywhere; the team is happy to shed some light on their development process and the
decisions that took the
game where it is now from a drastically different beginning.