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What Makes a Good Game?


D-38 Boss

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Well, what? What makes a game an all-time favorite? What are those main things that keep you coming back for another play? Or keeps you up until the wee hours of the morning, playing match after match? What games have made you say "Just one more game/level/hour/whatever?"

 

I don't think it's possible for it to be unknown that my favorite game is Star Wars: Republic Commando. But recently, as I was playing through it for the 4th time this year, it hit me. Why? What did this particular game have that made me love it enough to wear the moniker of its protagonist, and flaunt my fandom like a badge of honor?

 

When I analysed it, I wondered what makes a game a favorite for other people. Even as I realized some of my favorite game play features are missing, I realized it really wouldn't make the game better had they been included.

 

So, I made a list. A list-y kind of list, that lists things. You know the kind.

 

Of all the things I like to see in video games. And in no particular order, here is my top 5. They are;

 

1. Character Customization - If you've talked to me at any point about games, you'd know this is my favorite feature in any game. This over all includes appearance, skills, even story in some cases. If I had to pick a game that had the most customization that I liked, I really couldn't tell you. It's just one of those things that makes a game great for me.

 

2. Characterization -  This goes in tandem with choice number 1. Some companies seem to think you can't have a character be customizable, yet still be a SPECIFIC Character the one you want to tell your story about. Well.... I say they're QUITE wrong. Look at Commander Shepard. Look at Noble Six. Look at Saints Row. All highly customizable main characters, and each one is considered to hold a special place in the annals of gaming for their characterization and voices. Companies need to consider that the issue doesn't fall to making the story so broad it can fit any character, as much as making it so enthralling, so convincing, so great that players WANT their characters to be a part of it.

 

3. Environment - To continue on the story bit, where the story takes place is as important, if not more then the story it's self. In Mass Effect, most of the time, I didn't care about the story. what sold me was the universe the story took place in. The species and worlds and technologies all melded to make an interesting universe that felt like An intergalactic wild west. a new frontier to explore, rife with dangers, interesting characters, and new mysteries.

 

4. Story - I like a good story. However, most people consider a story to have one solid plot, and a beginning, middle, and end. not always the case. In Republic Commando, the game just follows the story of The Republic's Commando Squad Delta, and it's members; Boss, Fixer, Scorch, and Sev. Each character was well crafted with their own personalities, (And the fact that they were actually useful A.I. didn't hurt.) And their various missions. There was no overarching plot other than the Clone Wars. However, the story was always great to me. It was minimalist, sure, but thoughtful enough to be the engine that moved the game along.

 

5. Universal-ism - GTA V is very well my GOTY, but I've always loved GTA. Why? Because I can do pretty damn well everything I'd want to do. GTA V realized that, and went "HOW ABOUT MORE!?" You wanna get in a shoot out? Sure. How about a street race in some of the most customizable ( there's that word again :awesome: ) cars? Why not? You wanna fly a jet? Do you want missiles or- Screw it, here's a bunch of different ones. Submarines? We'll make 'em yellow for a giggle! Golf? PUT THAT S--- IN THERE! I'm not saying every game needs this. In fact, that would suck. It's the fact that it's GTA's strong point. 90% of a players game time in GTA is spent outside of story, just mucking about. Before Xbox Live, before I had split screen games, me and my friends would play hot-seat GTA. When you died or got busted, you passed the controller. Those were some of the best times I've had.

 

 

That's my top 5 things that make (At least for me) Good games. If all five of those meshed, I might like the game, I might not. It depends on how gracefully they're combined.

 

What are your top five?

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What brought me into Halo 3 was the environment: the lonely, deserted atmosphere.  The wind howling, birds chirping faintly, and explosions in the distance gave me a nostalgic feeling; when I still played on the playground in Elementary School, I could hear loud booms from the Redstone Arsenal, in Huntsville, Alabama. Halo 3's background explosions sounded exactly like that, and I loved it. I loved it so much. 

Edited by Henpen9
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for me its very simple

 

A. MUST be Fun & Addicting

 

B. I shouldnt question if its worth the pricetag

 

C. I should be able to play it with or without friends and have the same effect at bare minimum

 

D. DOES NOT CODDLE TO THE NEW PLAYERS WHO CANT PLAY THAT WELL

 

far as the actual game itself

 

1. Gameplay must be ideal

 

2. Character Development

 

3. Graphics must be at least better then the previous installment if its part of a series

 

WILL EDIT IF I THINK OF MORE

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The best game creates a balance between difficulty and reward. While it challenges you, it needs to give you positive reinforcement.

 

Incentives to stay in a game include:

 

-collectibles (Skyrim- because I love my glass/malachite swords and armor), 

-exploration (Skyrim) (The OP's Universalism),

-story (Mass Effect), 

-physical stimuli (breast fondling Oculus extention), 

-comedy (Borderland's Claptrap, Goat Simulator),

-encapsulation (Flappy Bird) (Halo), 

-determination (The Impossible Game) (Competitive),

-socialization (Destiny *trollface*), 

-and education/training (EK would say AC). 

 

 

What makes a game great is as complicated as the mind itself, but since the games must pander to the average consumer, it's easier to do, though not so much. A game that can enamor the player and subject them to these feelings is the first step. Some aspects of a game would be counteractive (education and mind-numbingness) and/or can't be experienced at the same time -- and then people can get emotionally or intellectually drained -- so to prevent this, the game should be more encapsulating than anything.

 

Moments of hilarity, triumph, or epicness should never fatigue the player, or that'll hamper its playability -- perhaps if it were an app, but how would an app achieve that?... or better yet, what app has? 

 

Socialization would be defined as the ability to create positive and abundant social interaction. 

 

Immersion has essentially been the topic of this post, although, how much negative feedback there is is also part of the equation. 


Edit:

 

Pride is a major factor as well. Having a distinguished skill-tree/skill-set and collectibles is a facet of pride, along with K/D and creation. Modes such as Forge or Far Cry's Map Creator and game such as Sims or Minecraft, get you attached to your creations - pride. 


Sometimes, nothing is better than the satisfaction of completing something, patting yourself on the back, and then shaking it off for the next set of challenges.  

Edited by Henpen9
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