It amps up the difficulty in a manner that feels too unforgiving, but thankfully it's something that the developers are aware of and have likely already tweaked and fixed since
getting player feedback from the game's showing at Tokyo Game Show.
Not exact matches
The staff
gets feedback from the
players, asking how they remember each phrase.
What Truly matters in the NBA w / these young supremely talented athletes is Culture — can your coach
get them to Buy in to what he wants to accomplish or does the locker room fall apart w / disgruntled
players & family members leaking to the press setting off a negative
feedback loop that spirals out of control
Harbaugh mentioned that the league sent out worksheets during the year to all 32 staffs to
get feedback, and
get better results on the field, and in developing
players.
Anyway, looks like a few
players are still missing for the start of the season but I've
got really good
feedback from other Gonners.
I recently
got a note from a Baseball
Player named Noe Saul that sent in this
feedback about Ultimate Forearm Training for Baseball:
It was cool playing the game and
getting to witness the diligence exercised by ION LANDS in their response to
player feedback.
When they worked on this remake, the developers had the privilege to
get feedback from
players.
Just as when playing a game,
players get feedback and scores as a regular, expected part of play, so with all digital learning activity, we can be providing information about proficiency and suggestions for other activity.
Within each Mission, the
player practices and
gets feedback on common activities during that part of the cycle by completing Challenges.As with Challenges, it's important to design clear indicators for what's been completed, what's in progress, and what hasn't started.
Brief activities are more likely to hold the
player's attention and allow the
player to
get immediate
feedback.
«The show gives us the opportunity to put our games into thousands of
players» hands and
get their
feedback to make them even better.
Let's Sing 2016 also features all the original music videos from all 39 artists in the game, so
players get an enhanced singing experience as they perform «alongside» their favorite stars, motivated by continuous
feedback on their vocal performances.
EA and DICE made a smart move to
get feedback from the actual
players by running this beta version.
- Camelot wanted
players to «raise» their amiibo in the game - Camelot also wanted some RPG elements to amiibo play, as well as amiibo having a connection to online play - devs didn't want the GamePad to draw the
player's attention away from the TV, so they used it for a reverse court view - Nintendo helped bring this feature together - a demo was made in about 3 - 4 months in order to
get some
feedback - this was Camelot's first HD title - the giant characters (with the Mega Battles) were implemented as some sort of test for HD - the devs wanted the game to be as accessible as possible - that's why Giant Goombas, Jump Shots and Chance Shots can be disabled - Nintendo suggested additions such as the Jump Shots - Mega Battles were Camelot's idea, not Nintendo's - the developers were concerned about how they would work, and what impact they would have on basic actions
- after the remakes of Terry's Wonderland 3D and Dragon Quest Monsters 2, Yuji Horii asked the team what should be next - the choices were Caravan Heart (GBA), a professional version of Dragon Quest Monsters 2, or a brand new game - the staff made the plot together with Takeshi Uchikawa (who is currently directing Dragon Quest XI)- the suggestion was to make the theme become something catchy, which lead to a science fiction vibe - Horii said «anything's alright as long as it's interesting» - the creation of the Dragon Quest Monsters: Super Light helped build Joker 3 - fan
feedback from the mobile game was used, which lead to monster stats being seen - the Reactor device lets you easily see all the things that occur on the field - the team had some trouble bringing together the ridable monsters aspect of the game, but eventually worked it out - the full game starts off with monsters that
players can ride on land - you'll eventually unlock sea, air, and multi-jump land rising monsters - a «Big Air ride» was teased as well - by clearing the story, features will be unlocked that further modify monsters such as abilities and changing their sizes - Stealth Boxes which can not be found without using the Reactor only contains useful items that are optional - compulsory items that are needed to be found with the Reactor are placed in non-stealth locations - accessories can strengthen monsters, but monster strength is mainly determined from raising and combining them - features more offense - related content in the form of new spells and skills - new water - type spells are included - new skills added enable more detailed adjustments in versus, adding more strategic features - one of the items that can be bought with Communication Coins has the same effect with «Key of Encounters» - this lets
players recruit monsters a bit more easily they've befriended before - since Communication Coins can only be obtained from multiplayer battles, it's completely optional - people who still do StreetPass but don't want to do multiplayer battles can still
get them by combining monsters - DLC monsters are planned to be added regularly post-release until around Golden Week (April 29 — May 5)- - A national tournament is also planned, with more details coming later - carryover feature from Dragon Quest Monsters 2 that comes into play after the ending -
players can bring up to 10 monsters which are ranked A or below from DQM2 to DQMJ3 each day
A few setbacks that will be fixed is a bad thing, not saying it isn't or that it's not worth demerits / penalties - but it's obvious that server problems at launch - as bad as they are to the consumers, to
get such a hefty pounding over it where a reviewer is all like «I take my review back, I'm lowering my score until the servers
get better - Oh hey, 6 months later the servers are better, here, have a 7.5 again» That does not sound professional no matter how you want to put it (Not like anyone goes to Polygon for anything professional anyways): / Short - comings or downfalls that are temporary should be given Shame I'd say, a definite negative
feedback in some variety which comes all but naturally with the
players whether a reviewer points it out or not, customer reviewers do that and I think should be used for these kind of problems.
- developers had the privilege to
get feedback from
players - the team thought carefully about the elements that make Dragon Quest what it is - features 54 jobs, but in the original,
players only played with 4 of them - in the original release,
players didn't like to experiment, so that's something they tried to change in the remake - in the remake,
players are actually encouraged to try out as many jobs as possible - added a system to make sure
players do not forget what they were doing when they resume their playthrough - original took over 100 hours to complete, but the remake tries to streamline the whole experience - all the tedious / repetitive elements that filled up the game have been removed - for example, they added the Fragment Detector, allowing
players to easily look for missing fragments - remake takes about 70 - 80 hours to beat - the costume for the Shepard is a ram - the skills and abilities you can use as a Sheperd are those of the sheperd, not the sheep - there's a monster called a Woebergine (previously known as Eggplaton), based on the aubergine
«Microsoft's Game Preview program allows us to
get feedback directly from
players, something that has been crucial to our success on Steam Early Access,» stated Chang Han Kim, VP and Executive Producer at Bluehole, Inc. «Furthermore, Xbox Live's solid multiplayer capabilities will enable us to deliver the most complete Battle Royale experience to
players worldwide.»
We
got a lot of
feedback, and tweaked a lot of smaller things and did a redesign of the wall jumping system to make it feel better and give the
players better control.
The first didn't
get the biggest reception, but Mark Cerny has said he's using
player feedback to shape the sequel, and that this one is an atonement for the first.
trying to
get 100 % is really frustrating when there's no
feedback on what a
player needs to do differently
«Microsoft's Game Preview program allows us to
get feedback directly from
players, something that has been crucial to our success on Steam Early Access, Furthermore, Xbox Live's solid multiplayer capabilities will enable us to deliver the most complete Battle Royale experience to
players worldwide.»
Also, the developer just opens a
feedback forum on the official website to receive all, ideas or issues report from any
player who's
got permission to access.
«We're excited to offer a select list of games via Xbox Game Preview on Xbox One, enabling Xbox
players the opportunity to
get involved with the development of innovative game experiences with excellent development teams behind them by offering
feedback throughout the development process.»
We
got such great
feedback from you all from the first Mad Dog release that we made sure to include up to four
players again, so everyone can
get in to the action at once!
NoE: In achieving that perfect balance of having a difficult game, but one that's also user - friendly and not unfair to the
player, these events must have been really crucial to
get some good
feedback.
FIFA 10 hasn't even officially launched yet, but EA Sports are already responding to
feedback from
players of the demo, as well as the lucky guys who have somehow already
got a copy of the game.
Players will be able to
get a taste of what's coming, provide
feedback and help us create the ideal western game they wanted.
Through your Kickstarter and Early Access phase you've had a pretty open development cycle — would be
players got regular
feedback throughout.
Meeting
players and fellow devs,
getting feedback from them, and just enjoying the experience of seeing the other games.
- Link doesn't have much of a character in this game - they wanted
players to relate to Link and play as themselves - Link's face doesn't have much expression in this game, and that was done on purpose - for Zelda games, the devs always try to make the
player feel like Link - that was pushed even moreso for this entry - everytime a Zelda releases, Aonuma watches fan
feedback and considers that for the future - the items Link uses to solve are always going to be important - regardless of the tech that Nintendo provides, exploration in the series is important - Link's growth through who he meets is also an important element of the franchise - Aonuma thought about Zelda freedom when considering Breath of the Wild, and was brought back to the days of the original Zelda - this was a big point of inspiration for Breath of the Wild - with Ocarina of Time 3D, Nintendo wanted to really utilize the 3D and had a desire to let
players enjoy Ocarina of Time outside - the goal with A Link to the Past was creating more depth - Aonuma used to think that
getting lost in a 3D world wasn't okay - this lead Aonuma to putting in tons of hints and guiding
players - he has since changed that idea and convinced himself that it's okay to
get lost - the first two years of development the devs created a game where just running around was fun - climbing is very important, because
players can climb high and see destinations they want to visit - you can place your own markers to decide where you want to go - when the devs create a Zelda title, they consider not using the name Link - since they don't have anything else to go with, they choose Link - the name Link doesn't hold much value, since the
player is the one creating the journey - when Nintendo first created Link, they wanted a character that is literally the link between people - that is why his name is Link - to think that the Zelda series has been around so long that there are all sorts of urban legends and myths makes Miyamoto really happy
We are super excited about
players getting their hands on Cubemen 2 and witnessing what amazing levels they create with our wicked new level editor, and of course receiving
feedback about the game, the good and the bad
Our classic game now
got the completely new trendy look and, according to the
feedback from our
players, Yatzy Ultimate has the «za za zu» flavor in it.
After
getting feedback from this fresh batch of
players, the developers...
It's a great opportunity to showcase our project,
get some
feedback from
players, developers, and publishers, and share experience with other people who love games as much as we do.
I've travelled around and shown the game at festivals, met a lot of great developers and game enthusiasts and
gotten great
feedback and reviews from journalists and
players on all platforms.
And since few
players get the chance to wield the power of the six Infinity Stones, Epic Games has already announced that they are looking at
feedback and will make changes.
Now, not even 2.5 months later Windward has been released for Steam Early Access to
get the
player's
feedback on the new game.
But our community
feedback has been overwhelmingly positive to the changes we have made, and we're hoping that any new
players will be just as happy with the game they are
getting at launch.
In terms of more recent news, Kojima admits that tech demo for Metal Gear Solid on the 3DS wasn't meant to resemble anything close to a final product, «The thing is that it's hard to
get a lot of
feedback from
players, because only so many of them could physically play the title at the event... I was hoping to shape our future direction for the game based on more of their opinions.
All that said, Guild Wars 2 is still my game, for all my criticisms of it, and while I find plenty to frown at with this new system, I'm also feeling encouraged to see ArenaNet seemingly taking
player feedback into account and trying new ways to make money that are less bad — and less about
getting away with as much gambling as possible — than the rest of the industry with its lockbox - infatuated debauchery.
Their teammates are probably someone else in the world and if anyone is watching them, the
players themselves don't
get any
feedback.
Nintendo helped them with that feature: a demo was made in about 3 - 4 months, in order to
get some
feedback and see how
players would react (and what they would prefer).
We have listened to the
feedback from our community and that has resulted in us introducing the Safety Car, Virtual Safety Car, Formation Lap, manual race starts and the host of other gameplay features that
get us even closer to the real sport and add to the experience for the
player.
We've
got a discord channel set up for
players to talk with the devs, ask questions, set - up multiplayer sessions with other
players and leave
feedback!
PlayerUnknown's Battleground will finally be
getting map selection — developer PUBG Corp says it made the decision after «a lot of discussion and serious research», and a great deal of
player feedback.
We're looking forward to building a community and
getting feedback from
players, so if people want to have a say in Sumer's development we hope they'll back us and
get in on the Early Access release!
Players will
get to try out experimental forms of PvP before they become a regular part of the game, with
feedback playing an important role in determining what
gets upgraded to be a regular part of the game.
«We loved
getting feedback from
players and adapting the game based on their suggestions,» states lead developer Mauricio Garcia.