Sentences with phrase «good game design seem»

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 spGame Design London, 31st October 2008 Interesting abstract UK con thing - the Europeans seem to do these better in the game spgame 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.
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