Nine Commandments of Good Video Game Design

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Ruhsey

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Nine Commandments of Good Video Game Design

To all video game developers out there (publishers too), here are some essential dos and don'ts from a humble gamer.

Thou Shalt Use Thy Medium of Video Game to Tell Thy Story or Narrative. Novels are best when they are novels, films are best when they are films, and video games are best when they are games. When video games attempt to be something else, something they are not, they steal elements established by other mediums. This is bad, why? Because a video game naturally excels and exploits narrative techniques and story telling mechanics that are best tied to video games. Even subtle elements, like how much life a player has, or what kind of weapons players use, and on whom they use them, effectively communicate elements of the video games narrative, feeling, or story in a way no other medium can do as well. The same is true for every medium: books are great at using thought narration, but films less so?as they are more visual. So, the same reasoning applies to video games. While video games may share many elements associated with films or books, over using those techniques in a game detracts from the player experience, because it is not the medium in which the user is expected to react?he or she isn't reading, or watching, they are supposed to be playing as the primary mode of interaction. And when a game is using excessive cut-scenes, ?cinematic? effects, or copious amounts of player down-time to tell a story, a video game is failing this commandment.

Thou Shalt Not Use Unsubstantial Gameplay. What is Unsubstantial Gameplay you ask? Oh, well have you ever played a quick time event in game? So, what effect did that have on you, the player? Probably not anything significant, or at the very least the emotional state of annoyance. Why? Because ?press X not to die? moments carry no relevance into the game world. The connection one feels when pressing a simon-says button sequence in cut-scenes (essentially a pre-recorded film), is just the feeling that game creators are giving the player a basic pulse check. And now I can't leave and go make a sandwich during your boring cut-scene. But, game-makers shouldn't need to do pulse checks if the game is engaging in the first place. You see ?pressing X not to die? has no relevance to the game world in most cases?it effects gameplay only in that you don't die. Which is wonderful, but engagement is only one part of the equation of a good game mechanic?the other part is its substantial-ness, or the meaning it gives the player to perform such an action in the game world. Game actions should have meaning (much unlike real life, but life is a very unfair game, with very bad balancing and strange game mechanics).

Thou Shalt Not Fall In With Any Other Aesthetic That is Not Primarily A Video Game Aesthetic. When Mr. Cage mathematically measures the emotional progression of video gaming over the years, one gets the feeling that his formula for emotion is driven by graphical fidelity. Why all the maths in the world can't explain why I cry at the end of Super Metriod, a technically inferior game on the emotionally mathematic pixel per inch equation of emotion formula, which is still a mystery for Mr. Cage to explain. But, video games should never be held hostage to reality. Because reality is limited, and sometimes very lame. Nor should they follow the look of film. Video games like all art, have their own specific artistic aesthetic?and as we approach the ability to make them look like films?this is vital to remember. Take for example Hotline Miami, which retains a deliberate pixeliation, calling back to video game past. However, take a closer look at those pixeled polygons and you may notice them rotation or gliding, which means that there are many smaller pixels helping it give the appearance of a floaty cocaine infused large pixel animation. This is a deliberate use of video game aesthetics, a new form of artistic experience almost entirely unique to digital art (like games). There are many ways this new aesthetic can be explored, not that there is anything wrong with graphical fidelity, it just isn't as expressively unique or compelling, or following this commandment you heathen!

Thou Shalt Foremost Value Gameplay, Always! What about the story you ask? Good question. Do you remember the days of yore (early 90s) when PC adventure games where thy shit? Well if you do, you'll remember that while the stories where top-notch, the gameplay was nothing more than rubbing your items on every interesting looking thing and person till something happened. This is why the genre failed, because it let its gameplay stagnate instead of inform its story telling abilities. This is also why many grand-strategy games find success when executed well, even though they lack a story in a ?traditional? sense. Are you seeing the crux at hand here? Gameplay always informs story first. If you have good gameplay, you've got the basis for a good story that builds upon those in-game elements. It's also a yin and yang, you certainly can't have one without the other, but solid gameplay is needed to make a good story happen, and while a grounded and thought-out story is needed to inform the gameplay in some cases, most of the time gameplay does the legwork first and foremost. So, when in doubt: always let the game tell the story. Addendum: note that some games may not have a story or plot in a ?traditional? sense; consider Crusader Kings II, this game's great gameplay informs a story that is user made and imaginative, so this ruling still works in this case.

Thou Shalt Not Commit The Sin of Graphic Gluttony. While pretty little golden pixels, particle effects, and anti-aliasing whatever-you-call-it may be thy shit of the day?if that is all a game has going for it, then just think how ridiculous it'll sound and look to players a decade from its release date. Save the graphic boners for graphics teams and the digital animation professionals, you can make the best games on the cheap end of the graphic look. You may even find a new aesthetic or cool art style. Chasing the dream of graphic fidelity is a hardware nuts wet-dream, and it is a shallow desire, that has the added effect of reducing an audience as well. We raise ourselves to a higher standard, and will create longer lasting games with this outlook. And for all you gamers out there: let the graphics arms race end, and let the artistic and gameplay race hit its stride. Thus the success of the indie market.

Thou Shalt Not Be Elitist. No one likes a snob, and there's nothing wrong with the word ?casual? either. After all ?casual? is a very relaxing word, it sounds unburden-some. Let video game culture be a culture of free love, and peace; let bygones be bygones. Do not attack other players or those who play certain kinds of games just to cause yourself an underserved sense of satisfaction. Those who know they have the best game need not speak it (such things are PREFRENCES anyway you dip-s***). And certainly don't make a game with a snobbish attitude either. Your game should have nothing to teach or preach, nothing to spread to the unwashed masses, no overly complicated functions for the sake of weaning out the ?noobs?. Because everyone will have to be a noob at one point, so let your ill-founded resentments go if you have any. Maybe seek psychological help before you make that game. Also make sure you have proper ways for new-players to learn a game slowly, at their own pace.

Thou Shalt Teach Thy Player How to Play With More Gameplay. You don't have to pretend your new players are utter morons. I mean you inevitably have a few, but help guides will always arrive online or on forums for in-depth guidance. So this means for most games you shouldn't need that overly ho-hum tutorial. Players can watch and learn from playing the game. Older games did this plenty, often times having other in-game characters show the player via in-game action (not text or speech) what they (the player) could potentially do. Also you can assume that your players will naturally experiment and figure shit out through the natural course of gameplay. Many players skip the tutorial levels anyways (I often do). Good gameplay naturally progresses (gets slowly more difficult) and educates the player in-game over time. This is exactly the target you want to aim for, use events and in-game mechanics to show the player what they can do, because tutorials are lame... and we all know it. It's similar to creative writing where ?showing? is better than ?telling?. And besides, why can't we have fun and learn at the same time? Grade school teachers shouldn't be better at answering this question.

Thou Shalt Not Abuse Thy Player. Sorry, this one should be unbelievably obvious?and you better believe it. However, in the wake of recent anti-consumer marketing gambits from certain companies (which forgot that treading on consumers when your goal is to sell something to them is suicidal from a business perspective, here's looking at you Xbone), it would seem pertinent to stress this in these commandments. All games should value the end-user's time, money, and respect their decisions. This includes not cheating the player out of money with tricky payment schemes. Games that make obsessive use of in-game stores or online passes degrade the overall game experience, and stand as testimonials to corporatism dominating art?which doesn?t speak well for the new medium trying to find its way into the artistic and cultural world. Remember that each player is an investment, while it may seem profitable to think short term and get their immediate money, thinking long term is a better, longer, and more satisfying relationship. Let the player learn to like your game for what it really is?a fun and interesting game, and the player will likely talk to his friends about it, post online about said game, develop a community surrounding it with natural promotion, and support further games made by the developers. By letting in a natural community of criticism and evaluation, video games stand to become respected works of art. After all, what makes Shakespeare a real Shakespeare is his community of English majors who write papers, develop criticism or praise, and generally just talk about his work; don't forget that. A game is nothing without a player.

Thou Shalt Seek Originality. Many before you have established game conventions and tropes that we, as gamers, have experienced time and time again. Try something new. Does every game have to have an escort mission? Does every game have to fall into some anachronistic category or be a hybrid of those established genres? Remember that players established those play-genres (FPS, RPG, RTS, etc), because it made it easier to describe the type of gameplay, but really they shouldn't be used to limit developers, or lock them down. Build the game, let us players figure out what to call it later. Remember that in an artistic realm nothing is worse than banality and mediocrity?and from a business perspective it doesn?t make sense either. If we have a dozen different Call of Duty clones on the market, are you really going to try and sell a product to people that already have it, if you are, don't expect it to be the next ?big? thing in gaming. So, explore new narratives that only video games can do, establish new conventions that come from the video game way of player interactivity. Take inspiration from multiple sources, and do something that maybe can't be done in a book, or on the big screen. Because the reality is: video games have only just begone to scratch the surface of interactive art.
 

Racecarlock

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Thou shalt not make the player clean toilets.


No, I am not letting that go. Because it didn't let me go. Not once did I get a chance to punch that officer in the face. Not once did I get the chance to avoid the fucking rape shower. I don't play games to do chores. Fuck you mafia II.
 

Ruhsey

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Racecarlock said:
Thou shalt not make the player clean toilets.



No, I am not letting that go. Because it didn't let me go. Not once did I get a chance to punch that officer in the face. Not once did I get the chance to avoid the fucking rape shower. I don't play games to do chores. Fuck you mafia II.
Lol... and I needed a tenth.
 

Atmos Duality

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Thou Shalt Not Base Thy Game's Difficulty on Intentionally Shitty Controls
(as funny of a spectacle as it is to watch someone else suffer through this, it's pretty much the best way to completely turn someone off from a game. Don't damage or sever the player-game connection.)
 

Blitsie

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Jul 2, 2012
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Thou shalt not include sewer levels

I've been gaming for years upon years now and have yet to run into a sewer level I actually like, I mean really, its a place where everyone's bodily crap goes through along with all other kinds of stuff, what on earth can make a sewer level good?
 

GladiatorUA

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Thou shalt not lose sight of your target audience. (Deadspace and every franchise that strayed from its path)
Thou shalt not be tempted by focus groups. (Overstrike shouldn't have become Fuse)
Unless you are CoD you are not CoD. You will never be CoD, so stop trying.
Designing proper UI for PC is cheaper than backlash for not doing so. I looking at you Skyrim.
 

ninjarafter

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Jun 11, 2013
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Thou shalt not make unskippable and unpausable cutscenes.

I don't give a shit what your reasons are, shit happens, games crash, phones ring, etc. If I have to rewatch your 5 minute cutscene, because your game crashed on me right after it finished, or because I had shit to do and you wouldn't let me pause it the first time around, you're doing it wrong and everybody hates you.
 

Nimzabaat

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Thyunda said:
I don't understand. Why are you using 'thy' in place of 'the'?
Theunda has an excellent point there.

All I can think of to add is "thou shalt not broaden the appeal of the game at the cost of alienating the original audience?". It's saturday and i'm sleepy.
 

Byte2222

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Jul 2, 2012
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I support all 9 of these and I hope someone's paying attention. I'm also glad that someone appreciates that we don't all have enough time/motivation for a long, bloated game (number 8, "All games should value the end-user's time") and that we kind of need to be less exclusionary (number 6).
 

Kimozabi

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GladiatorUA said:
Thou shalt not lose sight of your target audience. (Deadspace and every franchise that strayed from its path)
But with EA games, the target audience is always the biggest amount of players, determined by what seems popular at the time of development.

Creating effective horror is difficult, and since EA's development cycles demand production and not creativity, there really was no way Visceral would have of possibly of creating new horror experiences, which meant that we only saw the same necromorphs, only with MP in DS2, because that was easy then, and co-op in DS3 because that was easy now.

There should be some commandments for players as well, one of which being that thou shalt not consider thyself the target audience because thy played a previous entry in the series.
Same as how old DmC fans were clearly not the target audience for the newest DmC.
 

Werewolfkid

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Nov 1, 2012
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Great list of commandments, but I think that the last one should be Thou Shalt Seek Diversity In Games instead of Thou Shalt Seek Originality. My reasoning being that, and this is a personal opinion, originality doesn't truly exist. Both Super Mario Brothers and Sonic the Hedgehog were fundamentally the same back in their prime. Both were games about navigating multiple obstacle courses to save the land from some evil dude, yet they both had something different that made them stand out from one another. Mario's gameplay is defined by power ups and unique levels, Sonic gameplay was defined by speed and timing. Both are very similar games that feel completely different. That is something that recent games like Call of Duty and Battlefield don't have. Both try and act like they are completely different from one another and yet they still feel completely the same unlike other older fps games like Doom and Duke Nukem 3D which differentiated themselves from each other with differences in tone. I could go on forever, but I feel I have made my point. Still a wonderful list of rules to follow.
 

scorptatious

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May 14, 2009
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Eh, I don't know about the whole story telling thing. For me it really depends on the game in question. The MGS series has a ton of cutscenes, and yet I still love the games. Plus most RPG's tend to focus a lot on story telling. I guess it really comes down to personal preference I guess.

As for the tutorial thing, I personally don't see why simply having them is such a bad thing. I mean, yes, with the more simple games like Mario and the like, it is pretty easy for the player to figure out what to do, but with more complex games like ones that involve strategy and managing units, I do believe that a tutorial is somewhat necessary. I will agree though, that making the tutorial mandatory and unskipable is annoying.

Other than those two, I don't have any problems with this list.
 

Arnoxthe1

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Dec 25, 2010
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The best game devs don't need to be told these and the badder game devs aren't going to listen until they made a mistake themselves and learn.

So I'm going to release two commandments to gamers that's just as important.

Thou shalt do thy best to be understanding to game developers and what goes into making a game.
Seriously, learn up and read between the lines. Study your games. It makes a difference.

Thou shalt differentiate correctly whether it's the publishers fault that a game is bad or when it's the developers fault.
Some games like Fable 3 are bad because they barely had any time given to develop them.
 

Muspelheim

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Thou shalt be careful with bestowing player characters positions of power and influence, unless it is woven into the game.

I love Skyrim to bits, but... No, not going to bother with factions anymore. I can't even order the lazy sods to put in some pleasant carpets. Don't give me power if it only amounts to a neat title and a slightly snobbier bed.

Thou shalt reflect on what thou wish to achieve with thine game, and thou shalt stick to it.

Do the game you want to do. Nothing like an honest game, even if it does not quite get there.
 

Oly J

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thou shalt not pander exclusively to horny teenagers, I'm looking at you Team Ninja, I don't mind a bit of eye-candy but if jiggle-physics are even close to being among a games main selling points there's a problem,
 

GladiatorUA

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Kimozabi said:
But with EA games, the target audience is always the biggest amount of players, determined by what seems popular at the time of development.
And that's how franchises die. It's wrong to kill off distinct features.
There should be some commandments for players as well, one of which being that thou shalt not consider thyself the target audience because thy played a previous entry in the series.
So what's the point of sequels then? For consumer.
Same as how old DmC fans were clearly not the target audience for the newest DmC.
DMC shot itself in the balls with marketing more than with shortcomings of the game itself. Yes, some stuff could be better, but the game wasn't bad. If properly marketed, it could've ended up much better.


Oh...
Thou shalt be careful with marketing.

Thou shalt manage your sales expectations, spend less money on marketing and remember about diminishing returns.
 

sethisjimmy

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May 22, 2009
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The one commandment of game design: There are no commandments. Games are a free artistic medium, you can and should do what you want.

Seriously, if you want to tell a story through a game, do it. If you want to make realistic graphics, who cares, it's just an aesthetic choice. Why should your personal preferences be a commandment for all games? This is just like that terrible Cracked article by David Wong.

You didn't follow your sixth commandment...
 

likalaruku

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Nov 29, 2008
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There are game genres like Hirameki's "Visual Novels" & Telltales "Interactive Movies" & Sierra's "Point & Click Adventure" & Bigfish's story-driven Interactive Hidden Object games that are perfectly enjoyable. My bane is games that have a paper-thin plot, forced romance with no chemistry, no character development, & an unsatisfying ending. Then there's RPGs; the story sets them apart more than the gameplay does.

No, I have never played a game with a Quicktime Event before.

I don't like these super Uncanny Valley graphics striving to achieve realism. It makes me long for the glory days of cartoony anthropomorphic animals in bright colorful environments.

In the early 90s I mostly bought story-heavy RPGs & P&CAs.

Speaking of Teach to Play with Gameplay, how about the tutorials, the bad kinds that either leave you just as baffled as when you started, & the kind that hold you hand as if you were 3 years old?

Originality is a concept that doesn't exist, but one should put in the effort to not come off as a complete clone. Games & some movies get away with that, but some movies & anything else would sue for that sort of thing.