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.