Things that every game should have

Recommended Videos

Trucken

New member
Jan 26, 2009
706
0
0
A few weeks ago me and a friend played Army of Two: The 40:th Day. After a while we realized that we couldn't hear what the characters was talking about at all, so we decided to use subtitles. But there weren't any subtitles. At all. There wasn't even a sound option. I honestly believe both should be available in all games, especially subtitles for deaf gamers.

So, for discussion value, is there anything you feel that every game should have?
 

Doclector

New member
Aug 22, 2009
5,006
0
0
Subtitles is indeed a must, especially in this age of quiet speaking action heroes, making you crank up the volume just in time for a huge explosion to decimate your ears.

Also, parachutes. Just cause 2, saints row 2, all more fun with parachutes.
 

Griffstar

New member
Mar 3, 2011
268
0
0
A good tutorial. Without a good o'l tut, their wouldn't be a large fanbase and would discourage new gamers.
 

Who Dares Wins

New member
Dec 26, 2009
749
0
0
A good intro, start of the game and a short, easy and helpful tutorial. A bad start really fends of people from games. (see case: Final Fantasy XIII) And for FPS games, to me the most important thing is variety in the arsenal or the game will quickly start to get boring.
 

burgbrand22

New member
Jul 10, 2009
259
0
0
Griffstar said:
A good tutorial. Without a good o'l tut, their wouldn't be a large fanbase and would discourage new gamers.
No tutorials please! Old school games hardly had any but unfortunately today's games do. One of modern games' most annoying issues eva!
 

Palademon

New member
Mar 20, 2010
4,167
0
0
A context sensitive button.

How else will I summersault into my precious Chaos and make them hate me?
 

Byere

New member
Jan 8, 2009
730
0
0
Griffstar said:
A good tutorial. Without a good o'l tut, their wouldn't be a large fanbase and would discourage new gamers.
Currently, I'm on a study course and learning to become a game designer. What you've said is something that is actually covered in of the lessons I recently did. Tutorials are very important and should be done in such a way that they're part of the gameplay, even to the point of a sort of training level or the like. A proper tutorial will be so ingrained into the game that you don't even realise you're doing one.

A good example of this in recent times is Fallout 3. Getting the player to walk around as a baby, pick stuff up and then moving them on to how to use guns and speech and the like before throwing them into the game is a very good way of doing things.

On the other hand, and the only example I can think of for a bad tutorial is one of my personal favorite games, Final Fantasy VIII. Every time something new popped up, it would dredge you through menu after menu, dialog after dialog to tell you how to do something, with no way to skip it, should you have played the game before. It comes boring and tiresome, particularly if it's all spread out over the start of the game aswell.

In general, I agree. Tutorials are a definite need in any game, but at the same time they must be done correctly. A good game can be ruined by a poor tutorial.

OT: Every game should have changable control configurations. A point my sister brought up to me not long ago was with Guitar Hero. She's no good at playing with the guitar controllers. After GH3, they actually removed the ability to play with controllers and insisted that you play on their over-priced and over-sized plastic abominations. I know, I know... the idea of the games is to get you to play with the guitars, but it's wrong to assume that everyone who likes games like that CAN play with them. Forcing people to play a game how YOU want to play it removes the fun from playing the game... and isn't that the point of making the game in the first place? To bring fun to people (albeit that you make a lot of money at the same time)
 

Jordi

New member
Jun 6, 2009
812
0
0
A lot of different difficulty levels so that everyone may enjoy the game the way they see fit. Even better: separate settings for aspects of difficulty (maybe I like difficult puzzles, but not difficult combat).

And subtitles.
 

lolmynamewastaken

New member
Jun 9, 2009
1,181
0
0
Jet packs, M1911s and 4 players split screen.
name one game that hasn't been made better with just one of those additions.
 

baddude1337

Taffer
Jun 9, 2010
1,855
0
0
gold_digger22 said:
Griffstar said:
A good tutorial. Without a good o'l tut, their wouldn't be a large fanbase and would discourage new gamers.
No tutorials please! Old school games hardly had any but unfortunately today's games do. One of modern games' most annoying issues eva!
Depends on the game really. Some games really don't need tutorials, but as some games are more complex tutorials are a must.
 

mireko

Umbasa
Sep 23, 2010
2,003
0
0
-Tutorials seamlessly integrated into gameplay. Yes, I know that's hard to do. That's why you're being paid.

-Subtitles or closed captioning, because why not? They already wrote and recorded the lines, and they've all been coded into the scenes anyway. Adding a little text shouldn't be a big deal.

-Offline co-op. No, not in all games (so it is a little off-topic), but if a game supports online co-op then it should support couch co-op as well. Actually, more games should have offline co-op in general.

-Responsive controls.

-Multiple difficulty settings plus the ability to switch between these without starting a new game.

Also lesbians.
 

burgbrand22

New member
Jul 10, 2009
259
0
0
baddude1337 said:
gold_digger22 said:
Griffstar said:
A good tutorial. Without a good o'l tut, their wouldn't be a large fanbase and would discourage new gamers.
No tutorials please! Old school games hardly had any but unfortunately today's games do. One of modern games' most annoying issues eva!
Depends on the game really. Some games really don't need tutorials, but as some games are more complex tutorials are a must.
Yes, you are correct in some games. But I don't like to call them "tutorials" (such an ugly word); the exception of games that have done well teaching players would be Portal, Super Mario Galaxy, and Super Meat Boy.
 

Cavan

New member
Jan 17, 2011
486
0
0
A sense of humour, even in the most serious of thriller scary games. All you need is one thing that seems so amazingly out of place so that it's funny and it'll stick in your mind (as long as it's tasteful)

No game should take itself entirely seriously.
 

Axolotl

New member
Feb 17, 2008
2,401
0
0
Byere said:
A good example of this in recent times is Fallout 3. Getting the player to walk around as a baby, pick stuff up and then moving them on to how to use guns and speech and the like before throwing them into the game is a very good way of doing things.
You're wrong that was an awful tutorial. It introduces you to walking but thats something you can expect most people to be able to do. Beyond that all it tought you ispunching and shooting. Nothing on stealth, lockpicking, hacking, repairing/crafting or using drugs. It also doesn't introduce any of the games key ideas/features, there's nothing on multiple quest solutions, nothing on karma and nothing on exploration. All these just get dropped on you in the game proper, good tutorials should help introduce these elements.

But worst of all it takes between 30-60 minutes to complete and you have to do it for every playthrough and it plays the same each time, now that's pretty much uforgivable.
 

mjc0961

YOU'RE a pie chart.
Nov 30, 2009
3,846
0
0
Byere said:
A proper tutorial will be so ingrained into the game that you don't even realise you're doing one.

A good example of this in recent times is Fallout 3. Getting the player to walk around as a baby, pick stuff up and then moving them on to how to use guns and speech and the like before throwing them into the game is a very good way of doing things.
Fallout 3's tutorial was obvious, though. In fact, I would point to it as an example of a bad one. Stretching this stuff out to make you play as a baby, then a little kid, then an older kid, before you actually get to play. All this not just for an overgrown tutorial, but to try and make you care about the father character, which it also doesn't do terribly well considering how broken and disjointed the age jumps are and how little time you actually spend interacting with the father. That rather bad tutorial is why I let the game sit on my shelf for a month while I engrossed in better games. And then when I did start playing again, I still had no real idea what was going on outside of the basic controls because the tutorial didn't teach me anything beyond that.

mireko said:
-Offline co-op. No, not in all games (so it is a little off-topic), but if a game supports online co-op then it should support couch co-op as well. Actually, more games should have offline co-op in general.
I don't know to word this in any other way, so sorry if I seem rude when I don't mean to be, but you are completely incorrect. A game supporting online co-op doesn't mean it should have offline co-op as well. Many games are online co-op only because the hardware it's on can't properly render the world twice on one console for offline co-op. Online co-op is easier to produce, because each player gets their own console to render the game for them, so all the devs really have to do is make some kind of online coding that puts the players together. For offline though, they have to try and find some way to get the console to render the game twice at the same time for each player, and sometimes they just can't do enough with it to make it run smoothly. Hence, more online co-op than offline.

This is why Killzone 3 stupefies me, though. Guerrilla put in who knows how much time to stuff offline co-op into the game, and of course it is gimped. Smaller screens for each player making it harder to see what's going on, you cannot use the Move controller in co-op, the graphics are worse (not that it really matters too much, because graphics don't make a game fun, and because the screen size becomes so small). But there is no online co-op. I cannot for the life of me figured out why they put forth so much effort to put a very hard to accomplish co-op mode, but didn't put in a little more time to add a much easier to accomplish co-op mode which would have (in theory anyway) also allowed both players to use Move controllers if they want. Seriously Guerrilla, what the hell?!

... Huh? Oh yeah. Things every game should have.
I say bug testing. I shouldn't have to say that, it should be part of the standard procedure. But a lot of recent games that have launched full of bugs, some game-breaking, says otherwise. Developers, test your games! And publishers, don't rush a buggy product out the door just to make the holiday sales period! Good reviews and no pissed off customers (in other words, good PR) later is way better than bad reviews, pissed off customers, and turned off potential buyers now.

MaxPowers666 said:
gold_digger22 said:
Yes, you are correct in some games. But I don't like to call them "tutorials" (such an ugly word); the exception of games that have done well teaching players would be Portal, Super Mario Galaxy, and Super Meat Boy.
Regardless that is exactly what they are. They are tutorials and they should be in games and should be either skippable or melded into the game as seamlessly as possible. I dont really like your portal example because once your finised the tutorial there is only a single level left.
Yeah, but Portal doesn't really feel like a tutorial at any time. The set-up of the game (you are a test subject completing increasingly difficult test chambers) makes it feel natural that you would start off with something as simple as "put a cube on a button", and have a room that teaches you "speedy thing goes in, speedy thing comes out (WHEEEEEEEEEEEEEEE)".
Also I would argue that the tutorial part of Portal ends long before the last level. I can't say where I feel it does end (it's integrated that well), but it doesn't last all the way until the last level, that much I do believe with 100% certainty.
 

Byere

New member
Jan 8, 2009
730
0
0
Axolotl said:
You're wrong that was an awful tutorial. It introduces you to walking but thats something you can expect most people to be able to do. Beyond that all it tought you ispunching and shooting. Nothing on stealth, lockpicking, hacking, repairing/crafting or using drugs. It also doesn't introduce any of the games key ideas/features, there's nothing on multiple quest solutions, nothing on karma and nothing on exploration. All these just get dropped on you in the game proper, good tutorials should help introduce these elements.

But worst of all it takes between 30-60 minutes to complete and you have to do it for every playthrough and it plays the same each time, now that's pretty much uforgivable.
My point was that it's ingrained into the game and not a white room with text that just states "This is a tutorial. Press [key] to move left. Press [key] to move right." etc.

As for the whole multiple quest solutions and learning about stealth and such, that's all part of playing the game and learning as you go along. Not Being told every little detail of how to play at the very beginning of the game. That would be like at the beginning of any war game like Call of Duty or so and the tutorial is a gun range with targets being the enemies you'll actually be going up against, telling you every move they'll make before you even start the game.

Back on point though, it doesn't take 30-60 minutes to play the F3 tutorial. If you know what you're doing, the longest part is making your character's face. You can skip the G.O.A.T test and save yourself a fair amount of time. shortest it's ever taken me is about 10-15 minutes, and that's only because NPCs walk so slowly to get everywhere
 

mjc0961

YOU'RE a pie chart.
Nov 30, 2009
3,846
0
0
Byere said:
My point was that it's ingrained into the game and not a white room with text that just states "This is a tutorial. Press [key] to move left. Press [key] to move right." etc.
Yeah. As I recall, it put you in a more decorated room and said "press key to move left" and so on. Not much of an improvement, honestly.

Back on point though, it doesn't take 30-60 minutes to play the F3 tutorial. If you know what you're doing, the longest part is making your character's face. You can skip the G.O.A.T test and save yourself a fair amount of time. shortest it's ever taken me is about 10-15 minutes, and that's only because NPCs walk so slowly to get everywhere
10-15 minutes is still way, way too long when I already know what I'm doing. Skippable tutorials are a must if they are built in at the start of the game instead of being a different option on the man menu. The first game that popped into my head is Gears of War, so let's go with that. Dom breaks you out of prison, then you get asked which way you want to go. One path is the tutorial for new players, the other is just straight to the action for people who have played before. Probably not the best example, but a good one. And it's a better tutorial than what Fallout 3 offers because of it.