And yet the ideas about what games are and what is
good game design seem, to me, stuck.
Not exact matches
In the first
game levels often felt disconnected; they were
well designed and perfectly suited to the gameplay, but floors and rooms within levels never
seemed to flow all that
well.
Of course this isn't necessarily a bad thing as I found the first
game to look quite
good; all of the character models
seem well detailed and nicely
designed.
It
seems that the Americans are back in the
game and are
designing cars every bit as
good as the Japanese and look much
better.
The trouble is, even though the
game gets
better after a while, the
game never really changes up its
design, so it always
seems like you're doing the same boring things, even if it's just a bit more challenging.
Many of the ideas we presented here may
seem basic, even common sense, yet in the rapid iteration and complex trade - offs world of
game design it can be easy for
best practices to erode.
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.
Read some
good in depth hardware analysis articles (by people who know way more than me) and it
seems like PS4 is about as perfectly balanced architecture for a
game machine you could
design.
I've also noticed in general that many Eurogames — which are often some of the
best -
designed games in existence —
seem to want to be single player
games.
The different forms of the Dahak
seem to fit
well into Solatorobo's
game design, which has thus far shown a propensity towards experimentation with different
game concepts.
, the terribly bland menus and UI (yes, it may not
seem like a big deal, but there are some amazing menu
designs like Resistance 3 that make it feel like a
better game), etc..
VR
seems particularly
well designed for walking simulators and I have enjoyed some in the past, so jumping into a
game like this on VR should improve the experience considerably.
The A to B level
design is pretty
good, the slow - paced start explains how everything works and the
game seems to be specifically made with speedrunners in mind.
Yes, Yoshi's Island DS is pretty much the nearest thing Nintendo have ever made to a kaizo style ROM hack, and
seems to be
designed by someone who thinks the
best measure of
game quality is how much it can predict its players behaviour and make their experience a living hell.
What Warhead trims in terms of scale is balanced out by a greater attention to pacing and sensible gameplay variety, as
well as level
design that
seems more tuned to the
game's unique (and enjoyable) combat and suit mechanics.
Doesn't it
seem like, just with motion control, when done
well, it's because of quality
game design, but when they focus on any one technological aspect it tends to come off as a gimmick and is ignored as such.
Programme 08 - Playful:
Game Design London, 31st October 2008 Interesting abstract UK con thing - the Europeans seem to do these better in the game sp
Game Design London, 31st October 2008 Interesting abstract UK con thing - the Europeans
seem to do these
better in the
game sp
game space.
It's important to note at this point that Fallout 4 hasn't been developed with virtual reality in mind, but the system
seems to be
designed to work
well with first person perspective
games, especially first person shooters.
It
seems it's a
good day for
good game design, as not only did the audio visual feast that is Wave Trip [$ 1.99] launch earlier today but we stumbled across another incredibly stylish little
game called Wide Sky [$ 0.99] from
Though sometimes the menu's UI and management system feels like it's set up to be a mobile
game - if not a release in the future - it's easy to navigate despite its lack of inspiration, but this is really the only place where Yonder
seems lazy, for lack of a
better word, as the art direction, colors, and
design of everything else comes together as a whole in a way that feels complete and welcoming.
It has enough of the old
game to make things
seem cozy and familiar, like the weapon
design and drop system, as
well as the in - level special dungeons, and what sets it apart from other Diablo clones is that it had enough courage to add its own original elements.
These bosses are mostly
designed well and they just
seem to raise so many questions about the
game and its universe.
While it may
seem like a bizarre idea, much of what she said got me thinking that there maybe something to it, as did looking at her online
games (including Evoke, pictured) that have been
designed to harness the power of the
game playing public for
good.
From a lack of quality control to bad
design decisions done to exploit players or artificially extend the play time beyond belief, it
seems a lot of the same issues come up over and over again, and often wreck even the
best quality video
games in the process.
It's often the
games that
seem either disinterested in or oblivious to «
best practices» of traditional
design, particularly in the systematized and alienating social arena, that become accidental overnight hits.
The fact that the only real light you can rely on through the
game is your torch may
seem like a horror cliche, but it works even
better in Project Zero due to the level
design.
That's an accomplishment that very few
game developers can list on their resume, as it
seems to run counter to the core expectations of
good level
design.
While it may
seem like a bizarre idea, much of what she said got me thinking that there maybe something to it, as did looking at her online
games that have been
designed to harness the power of the
game playing public for
good.
I don't buy this because this has been a problem in every Zelda
game since Link to the Past — very early in the
game you just have way more money than you'll ever need, making it pointless to money to began with... I believe it's a deliberate
design decision for the purpose of making the
game more accessible or something... but so much of current Zelda
games don't
seem to be
well thought out, anyway, so this is just another bullet point on the list.
Bottom line: In
designing a phone for
gamers, Razer
seemed to lose focus on other aspects of a
well - rounded mobile experience.