What makes a good game?

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Yami Blade

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I have seen that a lot of people on the escapist (not to mention Yahtzee) dont like many games nowadays and I got curious enough to ask you guys what do you think makes a great game and what ruins a game?

Personally I think that halo 3 was pretty good but something that I cant quite place make it imperfect. Maybe I should have played the other two...
 

Souplex

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Jul 29, 2008
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Degrees of similarity to a Metroid, Fire Emblem or tetris game.
 

Yami Blade

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Souplex said:
Degrees of similarity to a Metroid, Fire Emblem or tetris game.
What makes them good?Im guessing fire emblem for the amount of story and character it has and tetris for the pure simplicity?
 

Souplex

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Yami Blade said:
Souplex said:
Degrees of similarity to a Metroid, Fire Emblem or tetris game.
What makes them good?Im guessing fire emblem for the amount of story and character it has and tetris for the pure simplicity?
Fire emblem for story and tactical RPG gameply that acutally makes you put thought into your decisions and tetris for easy to pick up and play hard to master puzzlin' fun.
 

runtheplacered

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SAccharing10 said:
Everything featured in Fallout 3. End.
Please... it wasn't THAT great. I played through it twice, but it was far from perfect. There were quite a few glitches and moments that pulled me out of the game.

As for Halo 3, it's just a mediocre shooter. Not great. Not terrible. Just right dab in the middle.

What makes a good game? How much fun you can have with it and how much you can replay it. After all, if a game is only fun for 5 minutes and then it's over, that's hardly getting your money's worth.
 

gremily

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Oct 9, 2008
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A good story line, really good gameplay, and graphics should atleast be decent (depending on the style of the game). What makes a game bad, is high consentration on graphics and not gameplay, to money spent for marketing (over confidence), and a high price for a bad game won't appeal to anyone.

For Halo 3, the problem is, is that it's good, but it gets repetitive over time. The sad truth is your going around shooting aliens, getting into vehicles, and shooting/running over more aliens.
 

gremily

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What I said ealier, and things that are never the same if you play it over agian. (makes good game)
 

Jaccident

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Nov 16, 2008
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I think people, specially JRPG fanboys, need to realise there's a difference between good story and a lot of story. I'd rather read a 10 page well written short story than a 230 page Harry Potter fan fiction written from the point of view of Hagrid's dog...
 

JBarracudaL

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The more of the game that happens to be, in my opinion, good; the more I'll enjoy the game.
That pretty much sums it up in a nutshell.
Naturally some pieces are more important than others; bad acting and writing will obviously never compare to broken, buggy gameplay, for example.
 

Fraught

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Replayability, variety, good gameplay mechanics/graphics, a long storyline, memorable characters, awesome controls, and on top of all, fun.
 

Nazulu

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Jun 5, 2008
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This is a difficult question and I would usually make a list of the best games in the world and research it to find out what made them so fun!

You said good game which is just something normal but has good gameplay and has abit of variety. Halo 3 and GoW 2 are good because they just stuck with what worked and added some new shit in it.

However if you mean a great game, well I would say it doesn't need to be good in everything, but for what it does have it needs to be almost perfect! Super Metroid was great because it was different (at the time) and the gameplay was genius aswell it had amazing atmosphere and sound/music. I also loved the explanation before you started playing, it was epic and I felt like I was going to be involved in something scary.
 

Uncompetative

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Halo 3 Multiplayer is marvelously cinematic, but the Campaign was awkwardly plotted and overly linear compared to Halo: Combat Evolved, where the combat really did feel 'evolved'.

Call of Duty 4 is the reverse. Immersive campaign with lots of interesting cinematic set pieces creating true variety in the gameplay, whilst the overly desaturated khaki-coloured multiplayer maps and awkward controls spoil the sense of empowerment.

However, that is just FPSes. Obviously, one needs to ask why Super Mario 64 is better than other 3D platformers that have come since.

We know what are the good games, so what unifies them? I have a fair idea, but it would take too long to go into now.

Personally, I think that Controls are the most important aspect and should be designed with a view to overcome the disability the gamepad imposes on the player and allow them to feel that they can competently control their in-game avatar. This leads to empowerment. If this over-balances the game in the player's favor (i.e. making headshots too easy in Goldeneye 007 due to its 'floating gunsight' in Aim mode) the game should re-balance the game by throwing more enemies at the player.

Conversely, I think that Story is the least important aspect, but it troubles me that much of this new generation of games seems to be made by developers who really wish they had gone to film school. If I want a narrative I will passively watch one that is well acted and edited. This will be an immersive experience where I am happy to suspend disbelief and partake of an emotionally and intellectually stimulating escape. Although, I can appreciate why games increasingly tell stories these days I feel that it is the marketing departments of publishers who have come to the conclusion that you can promote something if it looks vaguely like a Hollywood blockbuster, talk about its hero, pitch its high-concept in a TV advert, even if you have little or no idea what the actual game would be like to play. These publishers then force developers to fit a game around this narrative, trying to shoe-horn in as many cinematic set-pieces as possible, or just do them as cut-scenes. This results in products that have 'undifferentiated' gorgeous lighting, specially composed orchestral 'contextual' music and incidental 'random' dialogue from its "extras" whilst retaining interaction ergo 'gameplay', but not necessarily fun.

Most games these days are so overburdened by the weight of presentation and restrictions of narrative that it becomes impossible to create: worlds of artificial life in which the player can feel empowerment, experience discovery and exercise choice.
 

Jaccident

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Nov 16, 2008
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It might sound cliché but a well mapped design process, a god GDD and a Visual Stakeholder will steer most games to success in one way or another :)
 

Kabutos

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I think that the main thing is gameplay. I mean, Tetris was a huge success, but did it have any story? It was all based upon fitting blocks together in an oh-so-addicting manner. I recently got World of Goo, and there's a story, but compared to the gameplay? (I must say that if you haven't played World of Goo, go do it now. It's amazing.) There are also games like the Guitar Hero/Rock Band franchises which have practically no story except for a few 2d cutscenes,(GH has the 2d cutscenes, not sure about Rock Band) but it's the gameplay (and the music) which make them shine.

EDIT: This, of course, excludes RPG's, which require a balance of gameplay and story.
 

Jaccident

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Madnezz said:
I think that the main thing is gameplay. I mean, Tetris was a huge success, but did it have any story? It was all based upon fitting blocks together in an oh-so-addicting manner. I recently got World of Goo, and there's a story, but compared to the gameplay? (I must say that if you haven't played World of Goo, go do it now. It's amazing.) There are also games like the Guitar Hero/Rock Band franchises which have practically no story except for a few 2d cutscenes, but it's the gameplay (and the music) which make them shine.
You mean you didn't play Tetris for the music? I'm getting married to that song theme!
 

Nazulu

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Jun 5, 2008
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Ginja Ninja said:
Funny =) things that are soooo bad they're good.
Thats if you have lowered your standards. My friends have but I cannot, it's not in my blood!