Sentences with phrase «game design decisions»

People say it's «lag» but no, it's just bad game design decision.
But damage has been done - in poor game design decisions as much as artistic ones.
Which game design decisions have worked well, and which ones not as well?
A beautiful and immersive environment and fairly challenging gameplay, ruined by terrible game design decisions.
This switch, amongst many other game design decisions instead, encourage us to ask how much do we really need to live?
Conversely, one could argue that the game is a prime example of effective game design decisions.
I do have a problem with a few game design decisions.
There are also some really bad game design decisions.
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.
Oscar Clark offers the case for the defence for IAPs and why the issues lie with game design decisions, not the business model itself
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.
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.
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.
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.
He hardly ever interferes with our game design decisions, and only complains if there are some technical issues that need to be fixed.
Promises were made — how can you keep them, how does it influence your game design decisions?
Leave the game design decision to the game makers, please.
The only point that matters, and one that is definitely achieved through this game design decision, is adding tension.
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.
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