There's some really great mileage in the replay
value of the game design.
Not exact matches
If you're a fan
of value then pound - for - pound no teams offers more
value for money than Blackpool, with their squad manufactured on a shoe - string budget but has somehow been
designed to provide us all with thoroughly entertaining
game's
of football.
Available free
of charge on MomsTEAM's new SmartTeams concussion website, the #TeamUp4ConcussionSafetyTM program, developed by MomsTEAM Institute as part
of its SmartTeams Play SafeTM initiative with a Mind Matters Educational Challenge Grant from the National Collegiate Athletic Association and Department
of Defense, is
designed to do just that: to increase reporting by athletes
of concussion symptoms by engaging coaches, athletes, parents, and health care providers in a season - long, indeed career - long program which emphasizes that immediate reporting
of concussion symptoms - not just by athletes themselves but by their teammate «buddies» - not only reduces the risk the athlete will suffer a more serious brain injury - or, in rare cases, even death - but is actually helps the team's chances
of winning, not just in that
game, but, by giving athletes the best chance to return as quickly as possible from concussion, the rest
of the season, and by teaching that honest reporting is a
valued team behavior and a hallmark
of a good teammate.
The decision was made early to build the experience around quizzes and
games designed in «Flash» software and to carry over some
of the visual
values of the TV series.
Other strategies that could stimulate women to stay in science are a) various forms
of flexibility with federal - grant funding
designed to accommodate women with young children keeping these women in the
game; b) increasing the
value of teaching, service, and administrative experience in the tenure / promotion evaluation process; c) providing on - campus childcare centres; d) supporting requests from partners for shared tenure lines that enable couples to better balance work and personal / caretaking roles; e) stopping the tenure clock for one year per child due to childbearing demands; f) providing fully - paid leave for giving birth for tenure track women for one semester; g) providing equal opportunity for women and men to lead committees and research groups.
After the bug fixes with a patch this sequel exceeds the original in every aspect.Better graphics, gamplay and story along with 2 completely different playable protaganists give Dishonered 2 more replay
value then almost every triple A title this year.And this time around I did nt feel pushed to play the
game in any specific way.I felt that playing stealthily was alot more rewarding then the first entry but i never felt that i was playing wrong or was being punished when i played a full on assault playthrough.Also there are several ending for every playstyle for both characters which really drive you toward a second, third or even forth playthrough and in all the chaos or silence
of each level, even on my forth run, I reimagined every situation and experienced different outcomes every single time.Dishonored 2 also contains some
of the best level
design I have ever seen with the likes
of the amazing and masterfully thought out Clockwork Mansion level being among my all time favorites.Dishonored 2 truly is a masterpiece in almost every ascpect!!!
It combines the simple elegance, bountiful content and colourful enjoyment
of so many indie works with the production
values and
design genius
of the generation's best Triple - A titles into a
game that feels fresh and contemporary, but also mindful
of what has come, and worked, before.
Despite a few strange
design choices and a lack
of strong momentum in the lengthy campaign, the
game still offers great
value if you are looking for a rather relaxed session
of dwarf herding.
The Bridge is a rare gem in terms
of style and
game design; the
value of which, however, is overshadowed by a slightly oversized selling price.
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.
The production
values and writing are gawdawful and amateurish, with lots
of spelling errors, bad logic, really bad directing, plot
design,
game design.
The fact that I had a bit
of difficulty figuring it out the first time pleases me because it proves that there is repeat
value here, but there is something about being scolded by a fairy while playing a
game that is primarily
designed for children that can really ruin a day.
Devil's Attorney, $ 2.99 by 1337
Game Design -[Review]- [Forum Thread]- The end result of sky - high production values, courtroom comedy, and gameplay that almost seems like a strategic card game, Devil's Attorney absolutely blew us a
Game Design -[Review]- [Forum Thread]- The end result
of sky - high production
values, courtroom comedy, and gameplay that almost seems like a strategic card
game, Devil's Attorney absolutely blew us a
game, Devil's Attorney absolutely blew us away.
This set
of educational
games and activities is
designed for teaching mathematics, including numbers 0 - 20, 0 - 100, and place
value 0 - 1,000.
A timeline book with photos
of the full restoration, a
value book and an original article regarding the release
of Harley Earl's «
Game Changing
Design» are included with the car.
Lochrie, M., Gazzard, A., Gardiner, A., and Coulton, P. (2014) Mobilising Monopoly:
game design, place and social
values, in Proceedings
of the Foundations
of Digital Games 2014, 3 - 7 April 2014, Fort Lauderdale, Florida.
Lots
of games are
designed with a high replay
value in mind.
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.
True, having only one special collectible per level may be a downgrade, but the abundance
of regular pieces in each level make the one case for replay
value, an addiction born in discovering what
games shall be depicted in eight exceptional pictures (all
designed by special guests; Nintendo scholars like myself may recognize Benimaru «Ashura» Itoh, as well as some other Pokémon - related folks).
I don't mind in the least the
game's modest production
values, but I do wish that Illwinter was more hip to certain modern
game design principles, like how to play us out
of a
game.
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.
My favourite Zelda
games happen to be Skyward Sword and Ocarina
of Time, they're both intelligently
designed, and have replay
value that will never end for those who are willing to accept change.
While Final Fantasy VII and Square's subsequent
games were an assertion
of the
value of developing and
designing a
game with a story at the center
of the experience, and using that story to assert ideas about politics economics, and philosophy, Dragon Quarter was a statement in return that similarly intelligent engagements
of political ideas could be built into
games of minimal narrative that still focused primarily on
gamers» engagement with mechanics.
From a
design point
of view, achievements add
value to a
game without necessarily adding more work to the designer.
This goes against the fantastically
designed Palaces that make up the bulk
of the
game, and it only serves to artificially lengthen a
game that otherwise very much
values the player's time.
There's plenty more that could be done to add extra depth and
value to the
game while remaining inside the bounds
of the home
design aspect.
What we need, is a return to good
game design, in
games big enough to be worth that 20 bucks, because these guys cant survive on those buck
games, and frankly, neither can I. And honestly, on an even playing field more akin to what we used to have, some
of these
games would get noticed for being great
games despite not having the best production
values in the industry, and as a result the next
game would warrant the investment on higher production
values under the promise
of an ample return
of investment.
It's very unlikely that you'll do and collect everything on your first attempt across the 60 beautifully
designed and attractive levels, so the
game unarguably offers plenty
of replay
value if you decide to return to it.
The studio pride themselves on striving for the highest production
values and continually pushing the boundaries
of technology, art and
design to create evermore exciting video
game experiences.
•
Game Developers Conference (Rapid - Fire Indies): Spoke on the practical
value of design constraints
The «immersive sim» is a subgenre
of games that represents so much about what I personally
value in
game design: believable but unfamiliar places that feel lived - in as you explore them; an experience that's driven by the player's agency and the player's intent, that gives the player interactive tools to express their own role within that world; a set
of game rules that feel so internally consistent and responsive that they expand what the world is, and the feeling that you are really in it.
The work process itself is similar (art pipeline, level
design editing), but the
game has it's own player tools and
values that makes the level
design guidelines very different, plus we also are heavy on the stealth aspect
of the
game, which wasnt the case for Bioshock2.
It takes time to
design games / apps and the perceived
value of these things is being really degraded by the sheer glut
of free or 99 cent
games.
If you liked the movie, you'll probably like the
game, as it's a near - perfect blend
of classic gameplay with the production
values and
design of the film.
The levels are all well -
designed and incredibly fun and the three difficulty levels plus the online leaderboards give the
game a huge amount
of replay
value and also does a nice job
of not scaring off newer or more inexperienced players.
So if a person is describing the
value of a
game, the person who says «this
game has better
design» would really be saying «this
game creates more meaningful play to me.»
Toki Tori 2 + features some exceedingly beautiful music and art
design and very high production
values - from the little details like the scared look in an NPC frog's eyes as he finds himself in a dark cave, to the bigger moments like when the music picks up as you gain some progress in a puzzle, you'll find the
game has a great sense
of pacing.
Videogame re-releases sometimes corrupt a text's original artistic
design as in the aforesaid voice acting change in the Silent Hill HD Collection, but even more drastically as in the completely reworked visuals and audio in the 2009 release
of The Secret
of Monkey Island: Special Edition, overlooking the
value of the original
game's aesthetic on its own terms.
Such is the slow death
of The Crew, a foundation
of a serviceable racer, weighted down with the worst tendencies
of AAA «added
value»
game design.
When I first pursued the research into play styles that became my book with Richard Boon, 21st Century
Game Design, it was because of the recognition that marketing was valued more than game design — and with good cause (despite the abysmal state of understanding in games marketing departments...) since marketing expenditure is a much better predictor of eventual sales than anything e
Game Design, it was because of the recognition that marketing was valued more than game design — and with good cause (despite the abysmal state of understanding in games marketing departments...) since marketing expenditure is a much better predictor of eventual sales than anything
Design, it was because
of the recognition that marketing was
valued more than
game design — and with good cause (despite the abysmal state of understanding in games marketing departments...) since marketing expenditure is a much better predictor of eventual sales than anything e
game design — and with good cause (despite the abysmal state of understanding in games marketing departments...) since marketing expenditure is a much better predictor of eventual sales than anything
design — and with good cause (despite the abysmal state
of understanding in
games marketing departments...) since marketing expenditure is a much better predictor
of eventual sales than anything else.
Where the new XCOM loads up on juice and production
value while also streamlining the
game design, Xenonauts leaves most
of the original structure in place and mostly focuses on oil.
Awesome stealth mechanics; Augmentations add a whole lot
of depth to the
game; Heavy choice based gameplay, a lot
of freedom to play the way you want; Great story with nice twists; Really likable main character; City hubs are open and rich; Atmospheric; Really believable world; Really long adventure; Very high replay
value; Exceptional art
design; Brilliant level
design; Soundtrack is awesome; Awesome cover system; Takedown animations are flashy and slick; Third person view to first person view transition is smooth and fluid
Once you've figured out whether or not
game design is for you, the paid upgrades to GameMaker allow you to build
games that are viable commercial releases in terms
of production
value.
For FPS 007 Golden eye was a epic multiplayer
game and had great replay
value, they had some great classics to the Mario series
games like Super Mario and Mario party were great (Even if the
game was
designed to break ur analog stick), Super Smash bros Which to date was my favorite multiplayer
game of all time (even if the only time I could play that 1 was at my mates place) and then on da top
of my list would be Zelda: Ocarina
of Time best
game to date PERIOD.!!!
What I Like: Great
value for the amount
of performance you're getting, Xbox One X enhanced
games look and play brilliantly on a 4K HDR TV, comes with a 4K HDR Blu - ray drive, backward compatibility
game catalog is quite large, sleek and compact
design, improves the gaming experience on a 1080p TV too
LEGO Dimensions is an addition to the long list
of intricately
designed and fast moving toys - to - life genre
games where Disney Infinity and Skylanders Superchargers have already eked out a devoted fan base and LEGO Dimensions rises up to the challenge with aplomb, both in terms
of quality as well as striking a balance between the
value and cost
of each experience.
A lot
of what makes a great gaming headset will be down to personal preference, but what we were looking for was a product that struck a perfect balance between quality
of design,
value for money and features that
gamers would love.
I think a lot
of people underestimate the
value of great sound
design for a
game and just how much it actually effects someone's overall gaming experience.
Through CRuSH Explorer, young children between 4 to 6 years
of age will learn good online habits and positive cyber wellness
values from a series
of story - telling sessions and activities, specially
designed to engage young children through fun and
games.