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Coffeemug

What makes a good game good?

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I am taking this survey type thing on a few websites to see what fans of games want in their game.I'm asking those of gaming and non-gaming websites (mostly or only by forums) over probably the next few weeks.I would like to make the best video game possible, and I have so many ideas.I am not with any gaming companyI am not making it anytime soon, I'm simply a listless dreamer.If you say an idea that I would like to use on here I will not steal it. instead I'll contact you in hopes of permission.If you would like to help me with my ideas, contact me, and I'll take any help possible.I want to make a 3d action rpg, but any input is helpful.I believe to do something good, learn yourself on the topic as much as possible. thanks to wikis, youtube, and forums, I can, but I mostly know trivia, so I'm asking you, the gamers.I am 17, and have played the Mario, Zelda, Pokemon, Kingdom Hearts, Metroid, Kirby, Starfox, Earthbound/Mother, Fire Emblem, Sonic, just to name a few to give you some  idea of what I do, as you can see I play mostly nintendo and nintendo-esque games.Go into detail about any of these:

(this list is subject to change/additions)-characters-plot-music-minigames?-items-enemies-music-sidequests-bosses-nostalgia-gameplay-innovation-graphics-design-exploration

-graphical style-etc-what do you like and dislike about every game?-what is your favorite . . .?-what would make it better for you?-what other games do you like?-the best game would . . .-what makes a good game in general?-anymore details you feel like adding are appreciated.Please go into as much detail as possible, I don't mind reading. Thank you for your time and effort.

Edited by joby

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-characters

Personality-plot

Decent, original plot-minigamesFun, unique-items

Creative-enemies

Creative, looks and personality-music

Amazing music that fits the situation at hand.-sidequests

Rewarding sidequests. No defeat ____ monsters to get a wallet for yet another sidequest that leads to not even that rewarding crap.-bossesFun and creative-nostalgiaHuge-gameplay

Makes the game.-graphicsDON'T MAKE THE GAME-designCreative and crazy places-exploration

Enough time to explore. 

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Characters: Likable unique characters who act realistic- not overly good or overly evil.

Plot: An interesting plot is essential.

Minigames: If they are there, they have to be really really good.Items: Unique items with innovative uses that can be used in a multitude of ways are interesting.

Enemies: Eh...make sure they're not annoying and everywhere- they should only be there when necessary.

Music: Music is the icing on the cake- it makes a game that much more epic. Any music style works, as long as it goes with the games art style.

Sidequests: There should be many, all with story value.

Bosses: Memorable bosses who require thinking and intelligence as opposed to brute level-grinding are awesome.

Nostalgia: Ehhh.... in sequels, references to the original game are okay? But relying on nostalgia for a plot is stupid.

Gameplay: Fun gameplay that is a mix of simple fighting and innovative thinking/ puzzles intrigue me.

Innovation: This isn't essential to a good game, but it is essential to a GREAT game.

Graphics: Doesn't matter- as long as it doesn't detract from the game.

Design: Matters. Great designs that are interesting and fun to look at can make a games atmosphere.

Exploration: Games that allow you to do whatever even when you have a main quest/goal make my day. =D

Etc.: Cliche dialogue and/ or plots can ruin a game. Ask someone who writes well to check over your script!

In games, I...

like: fun happy silly games with serious twists

dislike: cliche bloody gory games without stories

My favorite game is...

This is a tie between Zelda and KH.

This would make games much better for me...

If every game had unique and moving plots/ dialogue.

Some other games I like include...

SSB, Pokemon, Luigi's Mansion, Kid Icarus, FF, Lara Croft, TWEWY, Mario games in general, etc.

The best game would...

be emotional and moving.

What makes a good game in general?

Innovative gameplay, unique designs, beautiful music, and a moving plot.

Edited by Noby Raghavan

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In short the ability to captivate an audience with an interesting story, relatable characters, good plot, challenging enemies, decent gameplay mechanics (no excessive button mashing not too overly complex controls) and entrancing soundtrack.  

 

Note: I will come back and fill in each section in detail once I've finished my Physics assignment by editing my post.

 

Go into detail about any of these:
-characters
-plot
-minigames
-items
-enemiess
-music
-sidequests
-bosses
-nostalgia
-gameplay
-inovation
-graphics
-design
-exploration
-etc

-what do you like and dislike about every game?
-what is your favorite . . .?
-what would make it better for you?
-what other games do you like?
-the best game would . . .
-what make a good game in general?

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I'm just gonna go ahead and say simply that it all depends on what type of game you are making. All games need to have at least some atmosphere to their world, or else everything will be dull. The music must fit in with the player's surrounding and provoke whatever emotion you want them to experience at the time. Not all games need a story, but if you want to make a good one you have to try to make the players sympathize with the characters, and feel what they feel. You need to grabthe player's attetion and get them to want to know what'll happen next. There are so many things that can make a game wonderful with so little (take The Binding of Isaac, for example), but again it depends on what kind of game you want to make, or anybody at that.

Edited by Volodarskii

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Sure, I'll help.

-characters

Characters need to be well rounded and three dimensional, but that can be flexible if the situation comes up. They just need to make sense for their setting; e.g. in Yume Nikki, we don't know anything about the player character Madotsuki and her story, but that doesn't make you any less attached to her. However, if it's something like Final Fantasy where the story tends to be more "there", strong characters that change over the course of time are required. Why bother playing a 30 hour game if you don't really like the character you play as?

Overall, they need to have a likeability factor and be more than 2-dimensional.

-plot

The plot needs to make sense for the situation. If I'm playing a game like, say, Puzzle League, the plot is more excusable since it's not really one of the biggest points of the game. However, if a visual novel has a terrible plotline filled with holes and cliches, no one's going to want to play it. I also hate it when they try to be DARK AND EDGY for no damn good reason besides being DARK AND EDGY. IF you can't pull it off, don't pull it off.

-minigames
Fun, but at the same time either easy to skip or totally optional.

-items

Again, as long as it fits the setting, it should be good. If I'm playing a ye olde fantasy game, I don't expect hamburgers to show up. Likewise, if it's a modern RPG, don't bring in stuff that just doesn't exist nowadays, unless it's some sort of anachronistic plot or something.

-enemies

Need to be creative and fit the setting. 'Nuff said.

-music

Good music in general is always welcome. I can't really explain "what" makes it good because there's so many examples. Just anything non-repetitive and catchy is good.

-sidequests

Needs to be fun and worth your time to do them, either by getting some sort of rare item or for interesting character background.

-bosses

Hard and creative, but at the same time not totally unfair. There's a fine line when it comes to balance.

-nostalgia

-shrug-. Can't really have nostalgia for a new game.

-gameplay

Fun, makes sense, co-operative controls and camera.

-inovation

Can be a good thing, but isn't totally necessary. There's nothing wrong with making another ye olde rpg if it has a really good story or characters or what have you.

-graphics

Don't care, and no one should care. If you look at Dwarf Fortress, that game is entirely rendered with ASCII characters and it's a damn good (hard) game. I tend to like stylization like cel-shaded or sprite-based graphics, anyway.

-design

Just needs good design that's fair to the players.

-exploration

Big, expansive areas are always fun. But small, closed spaces can also be quite efficient for horror games or the like, but in that case there should be a big setting: e.g. the first Resident Evil, where it all took place in an expansive mansion and its estate but there's closed corridors everywhere.

I'll edit the next section when I have time, later today.

-what do you like and dislike about every game?

-what is your favorite . . .?

-what would make it better for you?

-what other games do you like?

-the best game would . . .

-what make a good game in general?

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-characters:

Start out as an average person in whatever world they're inhabiting. They ought to be developed by the bonds they make with others. Meaning an antisocial protagonist would make a friend and then change. Usually starting out as, or transitioning into positive, heroic characteristics such as loyalty, steadfastness, etc.-plot:

Something that the protagonist shouldn't be a part of. They get dragged into something that doesn't affect them until they first encounter it and they're thrown amidst the chaos having to try and survive-minigames:

Optional. If any, minimal and/or varied-items:

Coordinating sets. Such as for armor or weapons, there needs to be a chain in which one set is clearly better than the other, but within those sets, there are other sets that give specific advantages but are otherwise equal to other items within their range/set/level.-enemies:

Either some numbers of rather powerful enemies or hoards of weaker ones. Mini-bosses from previous levels should make appearances en masse later in the game as normal foes-music:

Don't be lazy about this. Focus just as much on music as any other part of the game

-Sidequests:

For those who want 100% completion. Don't do any fetch-quests where you have to go far away to get a certain thing, and then travel back to the person who sent you on said quest. They ought to provide special bonuses such as helpful items, allies, powers, maybe some knowledge on how to fight certain enemies, etc-bosses: Mostly giants. Big and epic but make sure that when they fight, do not make it so that all they do is try and smash you. There should be a boss near the end if not at the end that fights in the same way as the player does, as if it were a kind of multiplayer battle. Maybe you could battle such a boss in the beginning and have a rematch where you have to use your superior skill and wit near the end of the game against said boss who will then be quite overpowered.-nostalgia:

Only if it's a series. A long series. Try not and reference any other games.-gameplay:

Either 3d action rpg like you said or turn based. If it's the action rpg, put it together in a way that you could develop different ways of attacking and each player could find there own relatively unique fighting style-innovation:

Optional-graphics:Make them good. But if the story, music, and certain aspects of gameplay are great, you can slack here a little bit-design:

Not sure what to put here. -exploration:

As open ended as the spiderman games

etc:

Have the player need to make decisions. During certain parts, have it so the player has to decide what to do next. Either of them has to have a major affect on how things will turn out.-what do you like and dislike about every game?

I'm in it for the story. Always.-what is your favorite . . .?

Kingdom Hearts: 358/2 Days. the graphics were kind of choppy and the gameplay was a little difficult to work with but it had a beautiful story-what would make it better for you?

Just some graphics improvement if anything-what other games do you like?

Pokémon-the best game would . . . involve the player in a way where, even if it isn't first person, they feel like they're part of it. -what make a good game in general?

Its Story

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