Not exact matches
Finances are a system of checks and
balance where keeping more than you
spend is like playtime — a fun
game.
Ok, so you are unlikely to get the same quality of football at an Evo - Stick League
game as at Stamford Bridge but your bank
balance will be healthier and you will have helped a club that
spends less on their entire annual budget than Diego Costa earns in a week.
We'll have another go at the five
game accumulator, with the guarantee of money back if one lets us down, plus five single bets of one point on each of the
games, making a total
spend of six points, reducing our
balance to 95.8.
No matter how much a club
spends, it's not the grand total on the bottom of the
balance sheets that has to score the goals, create the chances and win
games, regardless of any correlation between wages and finishing positions.
While parents and babies settle into life in the NICU, life goes on in the outside world and a
balancing game begins: how much time can we afford to
spend with our child?
Unlike the Naruto: Ultimate Ninja Storm series which is more and more a mess of technical,
balance and gameplay issues these days, Brave Soldiers delivers what is a nice, franchise - based fighting
game, at first, i was expecting a simple fighting
game with some button mashing, however, the
game proved me wrong and i fell in love, the combo system, while easy, is a lot more deep than the one in the Naruto
games, with all of the characters having two special attacks, two «burst attacks», a knock - away and a launcher respectively, a throw and an ultimate attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while
spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely
balanced, with every character being fun to play and viable at the same time, the
game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the
game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later
game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the
game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle modes.
In order to provide a fun and interesting gameplay experience, that isn't too overwhelming, the developers have been
spending a considerable amount of effort in
balancing the
game.
Look at the
balance sheets of any major developer of a retail product (I research market performance of certain video
games, which sell much the same way as books do) and see how much is
spent marketing the product — it's always a huge percentage of expenses and generally larger than net profit.
[Except for the British, who've now reached the end -
game & are virtually indistinguishable from their US cousins, in terms of
spending habits & personal
balance sheets].
Once that's all done it's on to the actual development of your
game, which is done by using a total of 9 different sliders, each of which corresponds to a different aspect of the
game (Story / Quests, engine, gameplay, dialogues, graphics, sound, world design, level design, AI), to
balance how much of the total development time is
spent on each one.
«Level design has an important role in this
balance of fair difficulty, so I
spend most of the time playing my own
games, making sure there are enemies placed for the player to learn or loot, places where the
game becomes exigent, and places where the player can take a breathe.»
- the 18 returning classes were chosen by seeing which popular classes would fit with the
game - they also wanted to include classes to cover roles that the roster was lacked - the Pugilist class was added because the first group of classes selected did not include any with bashing and binding attacks - War Magus was added because the Medic was the only healer class in the roster at that point - they couldn't simply include all popular classes as that would have skewed the
balance of the
game - as for the Hero class, they with
balanced offensive and defensive capabilities, but this made things to similar to other classes - this was rectified by adding after - images and other skills with good synergy - when an after - image appears, it does the same skills as the Hero, except on the following turn - it becomes possible for skills that usually can not be used multiple times in a row to be activated multiple turns in a row - it also means skills that only have an effect for one turn can be extended to two - after - images use not only the Hero's own class skills, but also their subclass skills - if the subclass is an Imperial, the Drive skill can be used multiple times in a row - when using Hero as a subclass to Nightseeker, the character can cover the Nightseeker's weaknesses of having low defense - after - images can also help increase the chances of inflicting status ailments - subclasses can be used to make up for weakness - Swordsman, a class that can learn speed and accuracy boosting skills, would be a good subclass for the Gunner - Reaper as a subclass for War Magus would allow that character to use the scythe's skills to inflict status ailments - the skill tree is slowly unlocked as a character grows - there are more skills that make jobs» individual styles stand out more, or expand the player's choices - the skill tree is also made so that there are less requirements to learn specific skills as compared to 5 - this makes it easier for players to get the skill they want without
spending large numbers of skill points on lower skills - it's now easier to put points into skills, which makes re-specing easier - the team faced difficulty in
balancing classes that were never meant to be alongside each other - they are doing their best to ensure that they keep the individual classes» identities intact
We've also
spent a lot of time
balancing the decrease in
game - speed and the velocity of the bullets, since it has a very big impact on the gameplay in SPT.
Because of this, we delayed the release for a month and
spent that time
balancing the
game.
Microsoft should
balance its products with
games and apps for everybody, but slightly oriented to the hardcore
gamers, because this people won't hesitate to
spend their money in your new console if you present the right
games for them.
«With Stealth Inc 2, we've not only made a much larger
game, we've
spent a lot of time adding depth to the experience and
balancing the difficulty and pacing of the
game.»
After
spending weeks in
balancing and routing out bugs in the
game, «Hand of the King» offers players a new castle themed level with its own «rage - quit inducing» boss, a new nightmare difficulty level, and a wealth of new weapons, monsters, and design tweaks.
However, the more systems you have, the more time you'll need to
spend on QA and
balance, especially if you're making competitive online
games, where that ingenuity can be used to win or to harass other players.
This is coupled with overhauled boss fights (a major bugbear with the original version), tweaks to
game and combat
balance, AI improvements, and time
spent giving the graphics a polish.
With Stealth Inc 2, we've not only made a much larger
game, we've
spent a lot of time improving the pacing and
balance.»
«As developers, we have to keep the
game balanced, honor the time players
spend with the
game by listening to their feedback, and on top of it all, continue to surprise them with innovations they didn't expect.»
That includes adding a more complicated UI,
balancing the
game to encourage
spending, and hooking up all the in - app purchases.
This is, actually, a really well -
balanced game — you purchase upgraded weapons and buy new planes with cash you earn during missions, and different missions have main objectives and secondary objectives that earn you more cash to
spend on upgrades; the secondary objectives are based on both skill (destroying additional targets) and speed (making it through a level in a certain amount of time), meaning you really can customize the way you play the
game.
When it was discovered how expensive certain in -
game unlocks were, and how long they would take to earn simply by playing the
game, the concern was that EA / DICE had
balanced Battlefront II too heavily toward encouraging players to
spend money on microtransactions.
For BF4, these are all areas where improvements would make the player feel awesome about
spending money on IAP without upsetting the delicate
game balance that is the foundation of this multiplayer shooter.
In the end, all of the advice I received fell into the same growing theme: it does not matter what it is that provides you with the necessary
balance between your work and your social life, what is most important is that you take the time to for activities outside of the work place, and activities that you really enjoy, whether it be catching up with the newest best - selling novel, joining a sports league, dance class, wine - tasting club,
spending time playing board
games or watching a movie with your family.
Publishers are incentivized to encourage players to
spend, after all, which means they may consider it in their interest to
balance the core
game experience so that it's more of a repetitive slog for those who don't
spend extra.