Not exact matches
Game
mechanics can be applied
in far more ways than mere
rewards and achievements.
Ostensibly the same again, then, LocoRoco 2 nevertheless pulls its charm tight and burrows deeper into the
mechanics, level layouts and set - pieces, presenting more elaborate
rewards in visuals and gameplay, and doing a better job of sharing them with you so that you don't always feel as though you're searching for cuddly needles
in a Teletubbies haystack.
Bloodborne is an incredible game; tight
in its
mechanics, logical
in its systems,
rewarding, intense, gloriously frustrating and exciting
in equal measure.
The tight controls and consistently fair gameplay
mechanics of Super Meat Boy provide a
rewarding experience not based on XP or the grinding of a special ability but based on the virtue of naturally learning how to master the level
in one piece.
Although this trial and error
mechanic can be
rewarding, at times it feels unfair such as
in larger areas where you can't quite see where the enemies are before it's too late.
Veteran action - RPG players well schooled
in the
mechanics of their favorite genre face a bit an un-learning curve
in Monster Hunter, because the usual tactics of leveling a character and squaring off against an enemy for a frantic battle to the death will not be
rewarded for long.
Because 3D learning is closely related to gaming, it is easy to integrate the
mechanics of gamification into the solution so learning can be facilitated
in a competitive virtual environment or driven by achievement through
reward earning.
We've had huge success
in applying game
mechanics like
rewards and badges.
I would of stayed a wrench if not for an injury
in my twenties and after all the jobs since being a
mechanic was the most
rewarding, humbling, frustrating, fun, physically challenging, mentally challenging, educational... should I go on?
One of the reasons I started this blog is because
in general it's remarkably difficult to find practical details about the actual
mechanics of airline, hotel, and credit card
rewards programs.
It's a
rewarding system compared to the standard leveling
mechanics seen
in most RPGs because it feels like you actually had to do something
in order to become better.
This creates a nice risk vs
reward mechanic since scooting down the board too quickly can result
in an early and decisive advantage or a lot of lost points later on.
-- Takes place
in the Aegis War — The Driver - Blade
mechanic is gone — Instead you control characters like Addam, Mythra, Brighid, Minoth, Lora, etc. directly — They all have 7 Arts — Characters like Addam for example can't upgrade their weapons with core chips — Blade data for Jin, Haze and seemingly Malos exists, so they could be potential
rewards — Datamine confirms that The Conduit is the Zohar (might just be a reference to its shape though)
In conclusion, Stoked is probably one of the most competent snowboarding games available that although has a rather high learning curve, if you do manage to put in the time, the gameplay mechanics will definitely be rewarding enoug
In conclusion, Stoked is probably one of the most competent snowboarding games available that although has a rather high learning curve, if you do manage to put
in the time, the gameplay mechanics will definitely be rewarding enoug
in the time, the gameplay
mechanics will definitely be
rewarding enough.
It was this risk /
reward material grinding
mechanic that has kept me coming back and,
in my opinion, staves of the repetitive nature of the mission structure as there is such a vast array of gear to acquire and then upgrade that I always felt hungry for more.
In «The Gunstringer», you control a fiery gun - toting marionette through his adventures, combining solo platforming and shooting
mechanics into fun, competitive action with a full suite of collectibles, unlockables, abilities,
rewards and more.
The dreaded «Tokens» microtransaction
mechanic from Forza Motorsport 5, for instance, is no longer present (even though the cynic inside me wouldn't put it against Microsoft to add them
in at a later date, as the publisher did with Forza Horizon 2), instead replaced by an
in - game economy that's far more generous
in the currency and content it
rewards players with as they steadily progress through the game.
The other new
mechanic is «Active Flow», which encourages players to keep
in the game by
rewarding them with an attack boost and recovering their special attack gauge more quickly if they attack the opponent aggressively.
There's a very good risk /
reward mechanic running through these encounters, as each Wanderer that is destroyed can be harvested for Kuban energy, which is used to level up your character — and anything you craft — later
in the game.
Velocity and its remastered Velocity Ultra iteration delighted quite a lot of fans by combining elements from 2D shooters, bullet - hell type experiences, and puzzle
mechanics,
in order to deliver a tight yet
rewarding title.
Meanwhile, the crop, animal tending, and item synthesis
mechanics will be familiar to those that have dabbled
in either Harvest Moon or Story of Seasons, simple
in their accessibility but having enough depth to
reward those that sink their time into them.
This sequel brings with it a number of new and exciting features to spice things up, including the addition of addicting new Skirmish battles and a surprisingly robust kingdom building
mechanic that allows you to preside over a bustling metropolis, with each upgrade offering a tangible
reward in the adventure portion of the game.
In Star Control 2, there were planetary hazards that created a risk /
reward mechanic.
Bolder still is that the game has no handholding
in it whatsoever and yet, whereas
in the hands of other developers Hieroglyphika may have drifted into the realms of the unintelligible, here the game
rewards experimentation as little by little you unearth the myriad of systems and
mechanics that comprise the experience.
Further
rewards come with an XP system, which, like the Dissidia series, means that,
in spite of being of a different genre altogether, it still clings to RPG
mechanics.
I've always enjoyed the Forza series
in general and applauded Turn 10 for the way that they've managed to create a game series for racers and drivers and car aficionados of all capabilities, ensuring that petrolheads come back time and time again thanks to exceptional vehicle modelling, options to tailor the Forza games to one's own specifications
in terms of simulation and skill, addictive progression
mechanics and
rewarding unlocks, and car - porn camerawork that might make the BBC Top Gear team deliver an ovation.
«Our intention was to keep slower - paced activities as
rewarding as high intensity grinding without confusing variations
in displayed XP values, but the silent nature of the
mechanic betrayed the expectation of transparency that you have for Destiny 2.»
Again, this
mechanic is dependent upon waiting until you're a split - second from taking damage, further emphasizing From Software's focus on risk versus
reward in this outing.
As for newcomers to the series, they discover a really addictive and
rewarding title, sharing some similarities
in the games»
mechanics between Farming Simulator and other genre reference.
That work includes improving the feel of combat as well as which inputs take priority to make combat feel less clunky, making different weapon identities feel more distinct, and striking a balance between action - based
mechanics to keep skill
in combat vital and RPG
mechanics to make progression feel
rewarding.
Bloodborne is a spiritual successor to the Souls series, a franchise that is well known for its punishing
mechanics, high risk and
reward gameplay, sense of adventure and exploration
in dark fantasy settings.
Like any Destiny raid, it takes skill, communication, and mastering
mechanics to be successful
in what might be one of Destiny's most
rewarding activities.
The very high difficulty level could discourage the less undaunted players, but if you'll take your time to master its
mechanics and «enter» into the game, you'll be
rewarded with one of the most satisfying and memorable experiences
in your life as a gamer.
It's set to bring a new enemy AI threat, plus new tools,
mechanics, and
rewards, but will be a little smaller
in scale compared to 2018's other updates, which includes this summer's Cursed Sails and Foresaken Shores.
Unfortunately, Rise of the Tomb Raider suffers the same problem encountered by many other games with optional stealth
mechanics in that there's no real
reward for avoiding a combat encounter.
The original La - Mulana was a platformer that featured difficult - yet -
rewarding platforming
mechanics, and faired well with critics when it released
in 2012.
THE
MECHANIC: Early access to the «Mechanically Challenged» mini-games + Early access to the beta version of Blackspace + Developer diary updates and videos showcasing progress
in Blackspace only for our Kickstarter backers + Included
in Blackspace credits under «
Mechanics» + All previous
rewards unless marked as «exclusive
reward»
In CoD «you get
rewards for
mechanics.»
Anti-gravity adds a risk /
reward mechanic that freshens up the classic Mario Kart gameplay alongside the under - water and gliding
mechanics added
in Mario Kart 7.
Elsewhere, Gacha systems are a form of positive re-enforcement that have proven controversial
in the past, but
in modern Western games a less random version of the
mechanic is often used where potential
rewards and probabilities are more transparent.
In an era where games so callously reward you simply for investing time, or shoehorn so - called RPG mechanics in order to feel like the mere act of playing is not enough to hold your interest, Steamworld Dig instead has a positive feedback loop where everything you do is there simply to reinforce that pick, pick, pic
In an era where games so callously
reward you simply for investing time, or shoehorn so - called RPG
mechanics in order to feel like the mere act of playing is not enough to hold your interest, Steamworld Dig instead has a positive feedback loop where everything you do is there simply to reinforce that pick, pick, pic
in order to feel like the mere act of playing is not enough to hold your interest, Steamworld Dig instead has a positive feedback loop where everything you do is there simply to reinforce that pick, pick, pick.
Like many
mechanics popular
in mobile games, Gacha systems require a significant amount of testing and refinement to ensure they provide players with the correct risk -
reward ratio.
Dropping off a ledge no longer brings with it the punishing time delay you got
in earlier Mario Kart games, yet the game still
rewards more adept players - the better you get at either taking straight lines through corners or using the drift and boost
mechanics to your advantage, the more likely you are to secure victory.
In games with precise combat, the prospect of a significant setback can raise the stakes, encouraging you to master the
mechanics and making your victories all the more
rewarding.
If you're searching for a challenging and
rewarding career
in modern
mechanics, we're committed to delivering the premier automotive training students need.
It's refreshing Dragon Ball FighterZ appears intent on welcoming newbies with open arms;
in fact
rewarding you with
in - game currency for playing through the elaborate, encompassing tutorial, which covers concepts of Ki (power), blocking, and cancelling — which is a game
mechanic I never knew I loved.
Companies like Zynga developed exploitative game
mechanics where you earned
in - game
rewards for inviting friends and pestering them to play with requests and News Feed posts.
Seeking to obtain a challenging and
rewarding position as an Industrial Machinery
Mechanic in a well - reputed company where I can use my exceptional technical skills and my extensive experience
in the field