Sentences with phrase «good game design reasons»

However, I'm willing to accept that there could be some good game design reasons out there; it's just that none of them have been used yet.
There are some real, tangible reasons to use asymmetry, it's just that almost none of them are good game design reasons.

Not exact matches

The design looks like a smily face, and for good reason — Mom and Baby will be smiling if you use this game - changer in the feeding world.
Even the side - scrolling games, such as Sonic 4, haven't been as well received as SEGA might have expected, but there's a good reason: SEGA hadn't ever attempted to actually recreate a classic Sonic game, they kept throwing in gimmicks, using modern moves (such as lock - on attacks) and making the levels with a more linear design.
As for why you're safe in the camp, same reason you're safe when you change zone / room - good / bad game design.
Give me a reason to buy VC games, better designed joycon and pro controller, trophies, great exclusives and no more Wii u games
Hero mode slightly improves another issue with this game and that is that you actually have reason to spend money do to the game having no fairy fountains (throughout most of the game) and not hearts being dropped, this also showed that the game has a desperate need to refill your bombs and arrows through sets found in chests, I think if there was some sort of shop at the entrance of each dungeon it could be a better design choice.
And with good reason... each of the game's encounters is fiendishly well - designed.
Explicit save points were popular with early console games, both for storage reasons and for game design reasons, but there's just no good excuse for them today.
Outside of the narrative, the game offers a number of reasons to return, with worldwide and friends rankings for time getting through each level and a very simple, but well - designed level editor that seems to have a lot of potential for some interesting levels created by those more talented budding designers.
Also, as well as the reasons you mentioned, at the very start of gaming, arcades were a big thing (way bigger than home consoles in that era) so games were hard by design to get you to keep putting «quarters» in, and it took some time before people began to take new approaches to making games, basically.
Aside from the industry's utterly shameful lack of diversity, the reason why fashion games suck is that the design problems inherent to a good fashion game are harder to solve than those of a racing game.
There's a reason this game keeps getting rereleased through every version of the Virtual Console — it's so well - designed that even its flaws, like extreme flickering and stuttering, play into its strategies.
And yet it comes in such an endearing package which has tons of little quirks, ultimately making the creation tools feel more of a fun game themselves rather than simply a way of designing levels, and that's the reason it works so well.
HTC's prowess when it comes to design, build quality, software, and audio experience are well known, but one of the reasons for the company's poor run in the flagship game in recent years has had to do with the camera.
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