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Stefan.De.Machtige said:
Khuutra said:

You have nothing on which to base your suppositions. They were flawed in design.

Atleast i provide points to say why they weren't fundamentel flaws. Where are your points?

A fundamental flaw would mean the segments failed in their task. They didn't break the game or anything. They broke the pace - obviously their task. Why else would they be there? For a joke? Sure they did it a bit to well. But that's not a fundamental flaw.

Time constraint is the problem with so many games. Those which were good but could have been great, with a month or two extra.   

There was already a delay for the game in the order of a month; they were not in a situaiton where it was impossible to get extra dev time. THey had the time necessary to present a completed product.

Those segments were flawed in design. They were boring, unintuitive for the pixel-hunting, and broke the pacing of the game without adding to immersion.

They were flawed in terms of design, and executed exactly as Sakamoto wanted them to be.