Not exact matches
Despite its somewhat
poor design and technical quality below expectations, this
game will
make you fly.
However,
poor design choices
make most of the
game's dances feel inaccessible, with frustrations that far overpower Bounden's brighter moments,
making it more likely to start a fight than a friendship.
In the past, they relied on players reading the manual, and
poor design just
made the
game «hard.»
What the
game tries to accomplish is in vain due to the
poor choices
made on the
design side.
Your commentary on it being a
poor design philosophy is probably why you aren't a video
game designer and why Bioware is
making a ton of money on a free to play
game.
The PSP may be marred by a
poor design decision, but it more than
makes up with this with a plethora of fantastic
games and I look back on it very fondly.
This is not
poor design though, because without it the
game would become ruled by skilled players
making it very difficult for new players to join (because they would get crushed repeatedly and quit playing).
As many of us probably know, uneven difficulty curves or
poor game design can absolutely ruin those experiences and
make difficulty a factor once again.
Game developers still can
make good
games in spite of
poor understanding of interface
design.
In the past, they relied on players reading the manual, and
poor design just
made the
game «hard.»
An obvious disconnect between the platforming mechanics and the level
design,
poor level
design in general and all the frustrating deaths that come with it, as well as equally frustrating boss fights, all
make Mighty Number 9 a
game that's impossible to recommend but also impossible to fully condemn.
I like playing the Arkham
games, but I am pretty convinced the combat system is
designed to
make players with
poor reflexes (like myself) look like they are some fighting -
game savant.