Sentences with phrase «player experience rather»

@EA not green - lighting any single player games: In my opinion, I would rather have a grander single - player experience rather than a tacked - on multiplayer with little substance.
It's far easier to design a linear single player experience rather than a truly exploratory game.

Not exact matches

But as is often the case with politics — and business — better to watch what they do rather than what they say: Nintendo Canada GM and VP Ron Bertram told Canadian Business Online that the company was uninterested in gaming experiences that required the player to go online and buy additional content to complete a game.
Maybe it's that they feel more comfortable evaluating players with professional experience rather than pretending they have the resources or desire to properly vet international free agents and players hitting with aluminum bats.
If we need to import from outside, there are several options available, imbula, kondogbia and kante from the french league, but i would rather stay in the premier league or players with the experience, Sissoko from newcastle would be a good buy can be used in several area, capoue from the tots also would be a good buy, Jack rodwell from sunderland if he could stay fit and last but not least Leroy ferr from queenspark rangers.
Going forward, I think it's more important to find players with all the tools needed to succeed in the playoffs, rather than «experienced» players — we've seen plenty of playoff rookies shine this spring.
Although Euro 2016 was a rather drab experience for the Czech's, they do have a young team with some promising young forward players breaking through and the experience of a tournament will hold them in good stead for the future.
Rather than be sitting on the bench or playing with the reserves these players are getting valuable experience and playing time with other clubs, and we are already getting good reports on Gnabry, Toral, Wellington, Zelalem, Maitland - Niles, Hayden and of course Akpom, who has already scored twice for Hull.
Different experiences on loan as a player allow the players to mature, develop and grow into more talented players with different styles of play, rather than being stuck playing in an arguably uncompetitive under 21 league.
I'd rather we play our U-23s and U-21s over some of our current players, at least they would fight and get experience.
I for one would rather see two young centre - backs, with genuine potential to develop into a world - class defensive unit rather than bringing in mediocre, more experienced players.
But with power and endurance almost at their saturation point — it's hard for a young hotshot to blow a veteran off the court when he barely holds a physical advantage (19 - year old Bernard Tomic and 21 - year old Milos Raonic are attempting to prove this theory wrong)-- the best players in the game these days are also rather experienced.
Express and Star claim West Brom turned down a bid of around # 12million for Evans, which does seem rather low in this current market for a player of his experience and pedigree at Premier League level.
Rather than respond with over-the-top and useless sarcasm, I would personally prefer that you offer some empirical evidence that says to you (since you have so much experience scouting players) that he will be the exception to the trend.
I'm also not sure of the fairness of the loan system as a whole which surely was devised in respect of young players to let them gain experience, rather than fully fledged international footballers.
However Ginola has advised Utd to focus on nurturing their young talent, rather than spending huge transfer and contract fees on experienced players, before seeming to suggest that the Swede was a mercenary.
Whilst playing more for Valencia will give Pereira more experience in the game, it also shows that his fight may be a problem, opting for the easier route to first team football, rather than the tough route — showing the manager why you are better than the players he would normally select.
The game has depth, but hurries through it rather than allowing players to savor the experience.
Easy pick - up - and - play and a two - player splitscreen mode can't save this rather shallow experience.
This might be a horrible back - handed comment on The Cartel, but playing it sparked me to go back and play some Bound in Blood, which has a far better single - player experience and I'd rather ride a horse in first - person than drive an SUV in first - person.
That's according to producer Takashi Tezuka, who says that Nintendo would rather have players «play the levels and experience them in that way».
Rather than extending a superficial single - player experience by offering extra modes that reward the player with trinkets, I believe the genre should focus on educating new arrivals about what makes fighting games fun to the people who already love them.
As a result, development has shifted to creating the massively complex schedule of the world at large, rather than an experience tailored directly to the player.
It doesn't really matter if you're just starting out or if you're a more experienced player who has simply hit a brick wall of indecisiveness — Final Fantasy 15's character progression is full of choice and as a result can sometimes be rather paralysing.
Customization makes up a huge part of Xenoblade Chronicles X and it seems much more concerned with the unique individual experiences of the player rather than in the telling of a singular story for everyone to follow.
As a result, some players may get bored with the experience rather quickly because there isn't a lot of variety in the mode options.
The solution to the problems multiplayer poses is not to forget multiplayer all together and regress back to single - player online design, but rather to think about how multiplayer functions can be designed so that the single - player experience is maintained while allowing for the interactivity many crave.
Millionaire Tycoon offers a refreshing change to the Monopoly style gameplay and is best experienced with a few local players rather than the unrelenting computer AI.
According to the Hollywood star, Kojima's will is to offer players an experience where they don't feel like they're playing as Reedus» character, rather they're Reedus» character himself.
Rather than awarding experience points for particularly good photos, the player is assigned a wholly optional list of shots they need to take, and give rewards for completing them.
Early on, we tinkered with the notion of a cooperative campaign but decided that the map editor would allow players to craft some of this themselves — and that we'd rather focus on making a good single - player experience for both Empire and Chaos.
Rather than generic «experience points» paying for everything, Dying Light classifies the player's achievements in three different ways: Survivor, Agility, and Combat.
There's an amazing amount of replayability in this $.99 title, but if players would rather unlock things by spending Microsoft points on gems they can ruin the experience for themselves that way.
Horror titles are a difficult sell with a good chunk of its social media buzz likely coming from the culture of watching streamers be scared by its contents rather than an increased amount of players picking up the game to experience it first - hand.
Functionality is, of course, the same but the experience is, again, much closer to what you get on the full website rather than the single, basic, full screen, video player look on the Android mobile phones.
Off - road racing should be extreme, tough and exhilarating, but the handling here simply lets you float around the track never demanding any skill from the player to navigate its well designed and often fun tracks making for a rather lackluster racing experience.
They've turned almost every IP they have ownership over into a service game rather then a one off single player experience with no bull like Shadow of the Colossus or God of War because thats not profitable for them.
Rather than opting for the standard difficulty settings, Transistor allows players to select limits as they level up, which makes certain aspects of the game harder in exchange for slightly more experience points from battle.
It's a half - baked attempt to keep the player moving in what's akin to a sight - seeing tour rather than a fully interactive experience.
Noby Noby Boy joins a growing list of games (the likes of which includes Flower) on the PlayStation Network that try to show players that you don't need to have a singular, ultimate goal or end point in order to enjoy a game (rather that they can just enjoy the experience in all its timeless beauty).
In my opinion, the good / bad karma system prevents the player from really creating a unique experience as you're going to make a decisions based on how you're trying to play rather than how you personally feel about the situation.
Sure, some of the hunts can take a while and the game is clearly built on a social platform rather than a single - player experience, but it's enjoyable in both aspects and delivers a game which you can enjoy both on your own and with other people, even if they are strangers.
That said, the game does feel as though it's aimed at experienced Sonic players, rather than for first - time players.
With that being said, one of the game franchises that actually seemed to play better online along with offering a substantial and fully realised single player experience, to me at least, was the Rainbow Six series; I quickly became enamoured with the tactical, squad - based gameplay and focus on actual teamwork being necessary for survival rather than being able to run off and lone wolf everything.
Positioned as a «retro mini-adventure,» Inti Creates rely on luring nostalgia - fuelled players that can still recall the NES heyday rather than providing any substantial, or even memorable, experience.
They are definitely catered to players who like an arcade experience rather than authentic.
As the narrative and conflict in single - player gameplay is created by a computer rather than a human opponent, single - player games are able to deliver certain gaming experiences that are typically absent - or de-emphasised - in multiplayer games.
The branching stories that Guardian Heroes allows for helps the relatively quick single player experiences feel more like varied stories rather than rehashed events with a few different scenarios.
You care very much about creating a agreeable world with a consistent experience to foster user immersion; I would like to see this desire and expectation of the player acted out within the game rather than told explicitly.
There is a deep roster of players, and the game's cartoonish visuals look great, but the bare - bones online play and frustrating gameplay mechanics sometimes make the game feel more like a chore rather than an enjoyable experience.
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