I'm sure this has already been discussed before, chiefly because it's the kind of topic that would be. But at the same time, I personally haven't come across any similar topics so I thought, why not?
Here's the deal: Every player has that one thing they just need to have in any game they play. Whether they seek it out actively or they don't even know about it but look for it subconsciously, there's always that one crucial part of a game that they can't do without. For example, for some people this would be a story. My best friend, for instance, can't get into a game if there isn't a clearly defined context - it doesn't matter whether the story is good or not, he needs one to drive the gameplay. It could also be a combat system, good writing, pretty graphics... anything, really.
So my question is: What's your must-have feature that you can't do without in your games?
I'll start: I'm a sucker for good level design. I need to have a thoughtfully crafted environment put together by people that know what they're doing. This is also why I usually don't enjoy sandbox games all that much (most are just a bunch of buildings randomly slapped together) and why I could never get into procedurally generated games and roguelikes.
Your turn
Here's the deal: Every player has that one thing they just need to have in any game they play. Whether they seek it out actively or they don't even know about it but look for it subconsciously, there's always that one crucial part of a game that they can't do without. For example, for some people this would be a story. My best friend, for instance, can't get into a game if there isn't a clearly defined context - it doesn't matter whether the story is good or not, he needs one to drive the gameplay. It could also be a combat system, good writing, pretty graphics... anything, really.
So my question is: What's your must-have feature that you can't do without in your games?
I'll start: I'm a sucker for good level design. I need to have a thoughtfully crafted environment put together by people that know what they're doing. This is also why I usually don't enjoy sandbox games all that much (most are just a bunch of buildings randomly slapped together) and why I could never get into procedurally generated games and roguelikes.
Your turn