Sentences with phrase «value of the game design»

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 aGame 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 agame, 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 eGame 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 anythingDesign, 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 egame 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 anythingdesign — 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.
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