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Opinion question, not on-topic for Q&A
What makes a good game? (Please read the first sentence before downvoting)
FIRST SENTENCE:
I know it's not really something supposed to be asked here but for me this felt as good a place as any to ask , so please forgive my insolence regarding the strict policy on the Q&A site. If you do not agree would you kindly do me the favor of just ignoring this post? You have my thanks in advance!
So about games. As the title mentions, I want to know what the people here think of that. What makes a game good?
And I am not looking for a statement on sales merchandise , no I want to know, what makes you happy when playing games, or is that just enough?
I'm asking this purely out of curiosity, it's my strength and weakness. There I shared something TRUE of myself , as a token of goodwill. For me the most amazing time gaming was "the good old days" when it all was new. Now everything is judged weighed and tested before I "decide" I like it. Except for one thing. Atmosphere, a catching story line in some dark smudgy noir town in chicago start 19th century. Ambient music in the back lightposts flickering and footsteps in the dark approaching from far way. That's the real deal for me, the rest is just practice and skills with friends.
So in one sentence
What's makes games tick for you?
Again I would like to ask a pardon for posting this here, please do just ignore it
EDIT 4/16/2011 11:40 GMT+!
Thank you everyone for your responses! I will take time to read and respond to everyone of them if able and respond to your suggestions where possible, but it will take some time :) I am very glad to see such positive feedback!
This is not as good a place as any to ask. I'd tell you what I thought on the forum. What was your rationale for posting this here? It's a good discussion topic, but this site is just garbage for it.
If you're cautious about downvoting, you could consider making it a community wiki post.
I agree with Jesse. 1) A good rule of thumb is, if you know up front that you aren't ever going to be able to mark one answer as correct, then it's a topic of discussion, and best posted on the Unity forums. 2) It's not even a question for Unity DEVELOPERS. You'd get better answers from PLAYERS.
$$anonymous$$y reason for posting this jessy, was a late night of self reflection asking my self. Why the hell am I doing this?
@Proclyon I didn't ask you why you asked. It's good to think about stuff like this, and it's good to hear how other people think about the stuff. I asked you why you asked HER$$anonymous$$
Answer by MoliCat · Sep 12, 2014 at 06:47 PM
I found an interesting infographics about making good game.
@$$anonymous$$oliCat thanks for this great info i like like their work.
few thing more they should add But i like this infographics really good content and easy to understand.
Answer by Velketor · Apr 15, 2011 at 07:20 PM
for me, it's the reward. games that provide rewards easily in the beginning and building up as they go are the best type of game for me. a reward could be a new item, an unlocked level, etc...
take a look at any MMORPG...they do exactly that...and that's how you get 13 million people to play the same game for years and years.
I would love to hear your thoughts on the now quite common achievement systems , also thank you for your reply.
shoot me an email at shawnkilian@gmail.com and I'll give you further info, if you want.
Answer by Kourosh · Apr 15, 2011 at 07:27 PM
I'm not a gamer at all. but once in while enjoy it. I love multiplayer games specially RPGs. It so fun. it's like hanging out with friends. And also mini games (like those for mobiles) are my fav, there's not a big story going on and you can just jump right into the game and end it whenever you want.
Answer by Jason B · Apr 15, 2011 at 07:36 PM
Why would anyone downvote you for asking such a complex question?
What makes a game tick for me is whether it feels like a pronounced, unique installment that is greater than the sum of its parts, and whether or not it's just piggybacking on the success of everything that already exists (read: these copious amounts of World War 2 games and brown-colored first-person shooters) or whether it's forged its own path and the developers did something they truly love and enjoy, themselves. If you love what you're making, it WILL show through. Every single time.
When game development solely becomes a business decision or a "me too" bandwagon, you might as well get out of the industry, because you'll probably have no interesting ideas or experiences to offer (and oddly, will probably make less money in the long haul). Movie to video game re-imaginings come to mind here.
The best way to answer what makes a video game good is to tell you what video games I thought were good, and maybe even research them yourself.
Grim Fandango is my favorite game of all time. Sure, it's an adventure game with a somewhat unwieldy keyboard control scheme and an awkward "hot-skull" interaction system, but the pre-rendered visuals dripping with artistic decor and the borderline insane premise of the game, coupled with incredibly fitting voice acting just brought everything alive for me. Even if I play it to this day I'm impressed with it, despite the fact that I know how to beat every single puzzle in order.
The Splinter Cell franchise helped challenge mindless, tedious shooting games with "What if I could take out an entire building of guards without firing a single shot by keeping to the shadows?" Granted, not the first stealth game, but before they wrecked the franchise with Double Agent and Conviction, they proved they knew what it took to make stealth fun. And if you think about it, you could almost consider it a puzzle game in a roundabout sort of way, despite having a deep basis in violence and subterfuge.
But a good game can be about more than just doing what hasn't been done. You can do what has been done, and in addition to doing it better and setting a new standard, add a twist or two all your own. Were it not for Bulletstorm's skillshot system and hilariously unexpected, overly-juvenile humor, it'd be just another "rawr, muscular mercenary goes around and shoots dudes" game. But they melded the elements together well and created a unique experience.
Replayability is huge (for many people, at any rate). I've never in my life spent full price on something I thought I would only play one time.
Resident Evil 4's method of enticing you to play repeatedly had me completely caught off guard. Let's face it, the game was super linear. Were it not for the simple fact that they allowed you to keep all your weapons, money, and upgrades on to the next playthrough, I wouldn't have even bothered replaying it. But because I knew I would gradually get more and more bad-ass, I greatly enjoyed playing through it 4 times while I upgraded and crammed everything I could into my inventory, which I happily used to blow the smirks off everyone's face on subsequent playthroughs where it's actually fun to blow through it being overpowered, since you've already ingested the storyline.
You have to be able to get addicted sometimes, especially when you talk about old-style games. Think about what made you persist through even a few games that had you frustrated at many times. It could be as simple as something that feels cathartic, like an awesome kinetic sound effects, hearing a character's voice, or knowing an upgrade or improvement is right around the corner.
@Jason, the Question wouldn't be downvoted just for complexity, but for being against the FAQ, and out of place here. This site (which is based on StackOverflow.com), is intended for questions that have specific answers - not long subject discussions, which belong on a forum. And @Proclyon knows that, I have no idea why he posted it. :)
Because It was late and I was thinking about why I go into game dev. And well the rest. I don't know. A hunch ^_^
The first thing you said shines true for everything I guess. And that reveals the REAL question that I was asking aswell. Do I REALLY want to make games? And frankly I can't say that I do. Not enough to be happy for it. I'll be sure to check out grim fandango when I get the chance :) Puzzles all new for me!
Answer by Statement · Apr 15, 2011 at 09:05 PM
What makes games tick for you?
- It should be quick to launch and offer instant gratification.
- It should not be a game about grinding or waiting.
- I should be able to turn on the game, play 5 minutes or 5 hours without any hassle.
- No continous competition (I hate leveling in MMOs, if you don't play for a few days your friends outlevel you and you must play alone).
- It should be simple to understand yet hard to master.
- It should offer replay value.
- It must be multiplayer (except for arcade games).
Examples of games I find pleasing:
- Magicka (replayable, simple but hard to master, instant gratification)
- Team Fortress 2 (replayable, simple but hard to master, instant gratification)
- Galcon Fusion (replayable, simple but hard to master, instant gratification)
Examples of games I find unpleasing:
- Practically any MMO today (grinding, continuous competition, time waster)
- X3: Reunion (too complex, too much effort to have fun)
- Left 4 Dead (I find its replayablility too repetitive)
Easy to read right here thank you! I can relate to your quarrel with the $$anonymous$$$$anonymous$$O time wasting. I like the competition though. Difficulty has to be through the roof on the micro and detail to make it remotely interesting. I used to be exactly the opposite but now playing single player once is just for storyline and that's it, then it's 1v1 or 5v5 time.
Yeah but the competition is sort of linear. If your friends play 8 hours a day and you drop out one day, you're 8 hours behind. to catch up, you need to play excessively since they will always be progressing. I do love competition in other games where you don't get "dragged behind".
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