Sentences with phrase «not bad game design»

While not bad game design by any means, it means that players don't have a structure or challenge.

Not exact matches

He said it's better to pay five game designers to sit around for a year and think about and discuss, over lattes, the game they are going to design than to ramp up 200 designers and have them create a bad game because you can't stand not shipping something.
The rest of the time is spent exploring (only you can't in any type of satisfying manner because after 10 seconds you've got the pointless button pressing combat again) some terribly badly designed maps (on roughly the same tech and inspirational level as Horace Goes Skiing - seriously that lost world of dinosaurs game on the Spectrum 128K had way, way better level design), following a story line that is so shallow it makes Jet Set Willy look like story telling genius, buying weapons and armour and levelling up which is all pointless because the combat is just so useless.
this game definitely did not deserve the hype it got, its not the worst, but unlike Pokémon (which its always compared to) will have a hard time to appeal to older people, with its cheesy humor, simplistic character design, and eccentric gameplay it only really works for kids 10 and under.
Thanks to the good reviews I decided to try the game expecting to be a really nice game, but sadly the reality was another, this game is full of grinding, and the worst of all, is just the kind of grinding that doesn't reward you at all, the maps are very awfully designed and it hasn't any replay value, so thanks for making me throw 45 $ for this BS.
I enjoyed this DQ game on the console it was designed for long long ago but given what I've read about the many bad decisions made in creating this lazy iOS port I can't justify the purchase price.
Game mechanic, level design - i liked it, but what i didn't like is that the game didn't allow me to start a new level (41 or 42) because i didn't get enough experience points on previous levels, and besides i did them not so bad, the first ones are even perfect completed but even this is not enough for this gGame mechanic, level design - i liked it, but what i didn't like is that the game didn't allow me to start a new level (41 or 42) because i didn't get enough experience points on previous levels, and besides i did them not so bad, the first ones are even perfect completed but even this is not enough for this ggame didn't allow me to start a new level (41 or 42) because i didn't get enough experience points on previous levels, and besides i did them not so bad, the first ones are even perfect completed but even this is not enough for this gamegame.
Luckily I made the right choice, as through some boring, lazy and downright stupid game design, Call of Duty Black Ops 3's campaign is perhaps the worst 10 hours or so that I've endured in the series and certainly not something that I ever want to experience again.
Again, NOT lag, bad game design.
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 is not that bad as it sounds though, since each of the character is well designed around the game's fighting mechanics.
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This sophomore effort from DICE isn't necessarily a bad game, but so much of its core design remains at odds with fan expectation, earning scorn from gamers and critics alike.
The above mentioned paper just reflects the impact of «bad» designed FPS games not games in general, as the other games increased grey matter generation in the Hippocampus.
«If we constantly keep on delivering console ports and not games design for the PC player, the PC market will suffer from bad sales, piracy and bad DRM solutions... I wish that future PC projects are treated just the same way as we would treat Wii, PSP or DS — they are treated as separate projects in order to deliver a different but equally entertaining experience to all players.»
Thanks to the good reviews I decided to try the game expecting to be a really nice game, but sadly the reality was another, this game is full of grinding, and the worst of all, is just the kind of grinding that doesn't reward you at all, the maps are very awfully designed and it hasn't any replay value, so thanks for making me throw 45 $ for this BS.
I am not a millennial, before that gets thrown out there by the only guy on here who's opinion is correct, but if I wanted bad indie titles I would pay for them, giving away a game designed with a small team who need the money doesn't really feel right to me.
That said, it's not a bad thing to see a hardcore focused game arrive with such an innocent design, however it certainly doesn't feel like it fits together all too well.
It's a story about the consequences of vice, the forsaking of values and a quest for redemption, with a colorful level design and likable features borrowed from games like Zelda, but there are several interface design choices that make both exploration and combat bad, ruining the concept of a game that, I'm not kidding, could have been revered as 16 - bit Dark Souls.
This isn't a bad idea, conceptually, as it theoretically offers a more rewarding experience for anyone willing to master a game's mechanics, but that notion falls apart the moment any difficulty mode above the default fails to take the game's design into consideration.
Yes, I do agree that modern games draw you in firstly with a great deal of visual design, and that in itself isn't necessarily a bad thing.
It's not a bad game at all, but the bad writing, horrible animations, and several baffling design choices do leave something to be desired.
They incentivize bad game design, they discourage variety, and they don't really offer any of the benefits they claim to.
The game's insane difficulty isn't a matter of bad design, but intentional design.
That might seem like a bad thing, but now you have a game that won't feel like it was designed around the concept of Amiibos like some of Nintendo's other titles.
To make matters worse, the game subscribes to the Braid philosophy of story design of «Tell, don't show.»
How oddly ironic that all these years later, a new Parasite Eve game should come out in which the worst foe truly is not a monster, but flaws within the design of the game itself.
Having each chunk be actually designed helps the levels they create also feel properly designed, as opposed to the haphazard - seeming maps and enemy placements that some procgen games feature (not necessarily bad, but something I wanted to avoid here.)
«Well - designed» games had been released and loved for quite a while, and bad design might be more a product of an errant desire to change things up than not knowing how to design a game.
I don't know if it's the bad design that makes the game memorable or if the game is memorable despite the bad design, but after writing this, I feel like going home and playing Folklore.
I also don't think the original Metroid is an example of bad game design; they were clearly going for the paranoid horror feeling (just look at that intro and the music), and just didn't have the technical capacity to make it as compelling and flashy as games of today a la Dead Space.
That isn't to say it's a bad game: I still had a good time playing through it once I adjusted to the laggy controls and messy art and level design.
Call of Juarez: The Cartel isn't strictly a bad game; there are some interesting ideas at work, which under the right circumstances could be satisfying and exciting — but in order to achieve such, the player has to suffer through some sloppy design and otherwise run - of - the - mill gameplay.
And the design will not make the game be bad.
I won't say Fast Travel is bad in and of itself, but it certainly does encourage lazy game design, since you can just randomly sprinkle your quest objectives about the map.
It might not be a bad idea to design a fighting game from scratch that is intended for consoles and is more geared towards online VS play, that might be quite different from the current model we all know.
Fenix Furia is not a bad looking game, but in 2016, its design is just so incredibly generic.
That's not to say it's bad game design, but it's one of the biggest conflicts of game design vs. world building I've seen in recent years.
I don't understand why Suda51 gets a pass for bad game design because it's «intentional» or «trolling the audience».
There's a fine line between familiar and derivative, and there are more than a few themeparks that fall on the bad side of that line, but so long as they're not aping past games too much, there's nothing wrong with leaning on standard designs.
Not a bad game by design, but half of it's woes are how you actually play the damn thing.
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It's hardly a game changing design, but it is functional and we've seen many worse looking tablets in our time - we're just pleased LG hasn't gone bezel crazy here.
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