THE MOST IMPORTANT ASPECT OF A GAME

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I play games for gameplay. If I want to read or write a story, there's a better medium for that, if I want to watch or create a movie there's a better medium for that, etc. 'Tis truly unfortunate that these days many think that gameplay can serve by just being average, with little to no focus on it.
Also, enjoying a game comes partly from the player. There's too much of an emphasis on instant gratification in the community (and in society in general but that's a different topic). I know we're all pressed for time/time is money/time management/life happens and all of that stuff, but just because a game isn't giving you the ride of your life before the title screen comes up doesn't mean you should shut it off, and delete it from your hard drive.
post=83687
MasterMachine: What is the most important aspect of a game?

Max McGee: Well let me tell you about all my games that I made!

It's funny because it's true.



Some of these answers presented are too vague to even be a real answer. "Fun" Well, what makes a game fun?

"Good Gameplay" What's "Good"?

In truth, every bit of the game matters. From the interface, to the mapping, the gameplay and the story. This is a simple question that cannot be answered as easily as it was asked.

An interface that is intuitive and quick. Nobody wants to spend 50 seconds loading up a menu encumbered by a cornucopia of useless features and tedious custom systems, which leads to...

Gameplay that is relevant and well thought out. If you're making an RPG this means proper balance, enemy variety, how you handle regular monster encounters. For everything else (including RPGs!) there's level design, will the player get lost? Will the player actually believe this is a ____, where should I put ____, and so fourth.

If your game is story driven, proper pacing is a must. If you go too fast; the player might get confused; if you go too slow, your player might get bored, and so on...


If you're looking for advice, I'll say simply this : Emphasize your strengths, and work very hard to improve on your weaknesses. Don't try to hide them, just try and compensate for them slowly until your weakness vanishes.


There's too much of an emphasis on instant gratification in the community (and in society in general but that's a different topic). I know we're all pressed for time/time is money/time management/life happens and all of that stuff, but just because a game isn't giving you the ride of your life before the title screen comes up doesn't mean you should shut it off, and delete it from your hard drive.


Every time I see the phrase "instant gratification" uttered, I want to run towards the nearest living thing in killing. This is probably due to my former stay in the just WONDERFUL mmorpg community.

Pacing is an important aspect to get right. If the player is bored right at the start of the game, why should he continue in the hopes it gets better? Whether the player is bored at the beginning or the end, what can't be denied is that the developer failed to reach that particular player in that time span. Instant gratification has little to do with it.


Every time I see the phrase "instant gratification" uttered, I want to run towards the nearest living thing in killing. This is probably due to my former stay in the just WONDERFUL mmorpg community.

Pacing is an important aspect to get right. If the player is bored right at the start of the game, why should he continue in the hopes it gets better? Whether the player is bored at the beginning or the end, what can't be denied is that the developer failed to reach that particular player in that time span. Instant gratification has little to do with it.


Sure it does. I would have missed out on a LOT of good games if I went with the first 'I'M NOT HAVING FUN RIGHT NOW' impulse I had. Hell, a lot of my currently favorite games are because I sat through them and gave them a proper chance. It's one thing if a game blows ass from jump street, but you have to remember that sometimes things take buildup. This is not only true in games, but all sorts of mediums, from movies to books.
post=83877
Every time I see the phrase "instant gratification" uttered, I want to run towards the nearest living thing in killing. This is probably due to my former stay in the just WONDERFUL mmorpg community.

Pacing is an important aspect to get right. If the player is bored right at the start of the game, why should he continue in the hopes it gets better? Whether the player is bored at the beginning or the end, what can't be denied is that the developer failed to reach that particular player in that time span. Instant gratification has little to do with it.


Sure it does. I would have missed out on a LOT of good games if I went with the first 'I'M NOT HAVING FUN RIGHT NOW' impulse I had. Hell, a lot of my currently favorite games are because I sat through them and gave them a proper chance. It's one thing if a game blows ass from jump street, but you have to remember that sometimes things take buildup. This is not only true in games, but all sorts of mediums, from movies to books.


"Buildup" would fall under proper pacing, but ok. So you stuck with some games that you found boring in the beginning and it turned out you liked them. That's great, but that's still no excuse for a badly made or uninteresting introduction to the game itself.
Of course, there's never any excuse for poor or shoddy work. I'm just saying I think there's this 'I'm not being blown away right now how come I'm not having the time of my life yet' *shuts off and deletes* and it's unfair and asking too much. I think at leas the player needs to come halfway and invest some patience.
A lot of my currently favorite games are because I sat through them and gave them a proper chance. It's one thing if a game blows ass from jump street, but you have to remember that sometimes things take buildup. This is not only true in games, but all sorts of mediums, from movies to books.


I don't know Feld, there is a reason why you stuck to those paticular games, some kind of element that made you THINK that the game might get better later on, something that made you go "hey this game had good reviews, I want to find out exactly why" or "this game has potential" I really don't think you have stuck to every game possible, because there was the "this isn't going to be worth it" or bad game design that you know will be consistant throughout the whole game.

Really from a game maker perspective, if you can 'hook' the player, you win. Thinking back to my last post, I will gladly play through a game that gets almost everything I have listed. These feats are not very hard to obtain in this bright era of gamemaking.
post=83882
Of course, there's never any excuse for poor or shoddy work. I'm just saying I think there's this 'I'm not being blown away right now how come I'm not having the time of my life yet' *shuts off and deletes* and it's unfair and asking too much. I think at leas the player needs to come halfway and invest some patience.


You're exaggerating. Nobody (reasonable) asks for these things
post=83627
Fun. Nothing else matters if the game isn't fun to play.


You're right, but TooManyToasters is also correct that this can be a little broad. If anything, I think amateur game makers need to focus less on story and more on solid game mechanics that make the game fun- complex dungeons, challenging but fair combat, etc. Although it's anathema to me because I myself prefer writing stories to designing dungeons and combats, I think an amateur RPG with a crappy story and fun gameplay is still fundamentally good, while another RPG with a great story but boring-as-hell gameplay is undeniably bad.

And as for what I feel is least important- the graphics. I think graphics can make a great first impression and get people to play the game, but if the game sucks otherwise, all the custom sprites in the world won't redeem it.
Man I don't get the hostility towards graphics. It is hard to put graphics lower than the story/sound as the three are really the same level of importance that is below gameplay. This might sound silly, but graphics and animation can potentially 'reward' the player just like a story can. Would you rather see something explode after being shot by a flashing fireball, or see something dissapear abruptly by some crappy pillowshaded ball of red? The first option is much more satisfying for the player to initiate.
post=83887
post=83882
Of course, there's never any excuse for poor or shoddy work. I'm just saying I think there's this 'I'm not being blown away right now how come I'm not having the time of my life yet' *shuts off and deletes* and it's unfair and asking too much. I think at leas the player needs to come halfway and invest some patience.
You're exaggerating. Nobody (reasonable) asks for these things


Of course I'm exaggerating a bit to make a point, but all I'm saying is that the player invest a little bit more time to appreciate a buildup. There are times where this doesn't happen and I've been guilty of it myself at times.

post=83885
I don't know Feld, there is a reason why you stuck to those paticular games, some kind of element that made you THINK that the game might get better later on, something that made you go "hey this game had good reviews, I want to find out exactly why" or "this game has potential" I really don't think you have stuck to every game possible, because there was the "this isn't going to be worth it" or bad game design that you know will be consistant throughout the whole game.


This is true, though!
What makes a good game? It's a hard one.

IMHO, it must be various, to keep the player interested.
You're tired of trying to solve that puzzle? Go and search that hidden item. You are fed up with searching money to buy that sword? go to the casino. You didn't find that rare enemy? Go and explore that optional dungeon. And so on.
The more freedom you leave to the player, the longer will he stay playing your games.
Variety lies too in hidden items and surprises.
A game must be fluid too, and easy to take in hand. I prefer a game with hard puzzles than with hard controls. In the same optic, I prefer to use strategy while facing bosses than in trying to keep the most useful items in too few slots.
I'm able to forget about horrible graphics, but not about a tedious maze. (Though I love eye candy, just like everybody does...)

That's all I can't think of now, and of course it's only my opinion.
Hope that it helps. :)
"Fun" is a cop-out answer, because the question is already asking what makes games fun. It's like someone asking what the most important part of preparing a great meal is, and someone answering "food". Come on guys, you can do better than that.

What makes games fun? As in all games, not just video games or RPGs specifically? A transparent and consistent ruleset. When the player understands the rules of a game and can place his trust in it, he is free to have as much fun as he likes. Good controls, crisp visuals, solid gameplay feedback, a sense of challenge and accomplishment, fair conflict resolution. Once those elements are in place you can do pretty much anything and end up with a fun game.
Focusing on one part of this thread, I think the discussion of whether graphics or story or gameplay or whatever is more important is silly.

There's room for almost any balance of effort in these areas, as long as you're aware of it and plan accordingly. It's a game design choice you make depending on the sort of experience you want to provide. There are constraints on that choice, certainly (e.g., some modicum of graphics can make an interface easier to use), but it's a wide-open possibility space.
Going to modify my stance a little by agreeing with DFalcon. I now have lost all faith in the term "gameplay". First of all in a language sense, you certainly don't don't say "Hey that book had good bookread." No you say "That was a good book." like "That was a good game."

If you want to make it so the player can chop an enemy's arm off, you're going to need graphics to convey that, you're even going to need sound to convey that, you're going to need coding to convey that, you're going to need design to convey that, you're even going to need a story to lead up to that. All that makes the game. I don't think games can be measured in such a way that they are completely divided into pieces, because it's not as simple as a stupid tier list.
post=83853
post=83816
a lot of people said "fun" or "enjoyment" but what makes a game fun or enjoyable to you?


i'm a visual person, i'm gunna say graphics. if a games looks good, i'll play it, it's that simple....
Really, graphics are the #1 area of a game for you? What if a game is bland or just plain broken? If it looks pretty, you'll be fine with it? You love Sonic 2006 don't you >: )



haha yeah... i'm trying to think of a game with graphics i like that i didn't enjoy... of course i'm picky with what i like, for example, just cause it looks REAL, doesn't mean i think it looks good, you know?

also, i haven't played sonic 2006... curious though :P lol
I agree with Brickroad. "What makes a game fun" is a much clearer question than what the best aspect of a game is.

That being said, what makes a game fun has many answers, although Brick puts it nicely when he says, "a transparent and consistent ruleset." Indeed, this can be applied to all games (it's part of what defines a game as a game). Some games try to broaden the scope of what can and cannot be done (i.e. sandbox games), but there is still a very clear purpose behind each push of a gamepad button.

To take the point further (developing Brick's point of challenge and accomplishment, as well as an article he wrote about rewarding the player), to make a game fun, the most important thing, to me, is not giving the player the most options, abilities, actions, or any other suggestion that is interpreted through player input. The thing that is needed to make all of that work is a scale, or a reference, or some other clear measurement of success. The more options you give to the player, the more difficult it is for the game to acknowledge the player's actions and reward them appropriately.

This is why simple games, like puzzle games, are so popular and fun. If Tetris was a game where you would try to prevent the blocks from stacking to the top, but there were no levels, no increase of drop speed, no points, no timer, or any other measurement of any kind, the fun factor would be reduced dramatically. It would be akin to spinning a basketball on your finger. The magical thing is, even without these measurements programmed in, people would create their own. They would have friends with stopwatches nearby as they spun basketballs or widdled down rows of blocks, or have people keep score. The game is in the score!

This is something that is much harder for people to do with more complicated games, such as the ones we create and the ones we go to the store and buy. Each game has such varying rules and appeals that we as game creators need to be the ones to create the measurement of success for the player and help them keep score. Give them clear ways to understand how well they are doing, and if there is room for improvement (anyone play a game with a score system like DDR or DMC and got an A after a kick-ass round instead of an S? Yeah, apparently we can do better!).

Tangent? Maybe? Just stuff I think about.
Craze
why would i heal when i could equip a morningstar
15170
If we're talking about RM* games, there is no important aspect. Either your game is not downloaded and not played or it is downloaded and not played; it's just luck.
post=85263
If we're talking about RM* games, there is no important aspect. Either your game is not downloaded and not played or it is downloaded and not played; it's just luck.

Are you still spiteful about V&V? =P

You do realize it got far more downloads than any other RS game, right?

I'll talk to you later, I'm at work right now.
post=83627
Fun. Nothing else matters if the game isn't fun to play.


Fun is like saying good. What makes it fun?
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