Poll: Easiest video game genre to make a good game?

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someonehairy-ish

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DoPo said:
RTS - no, again, similar to the RPG, it's pretty hard to pull off.
Really? I would have thought that at least making a decent RTS single player campaign would be fairly easy. The plot doesn't need to be amazing, the graphics can pretty much suck and it can be completely unbalanced yet still enjoyable and addictive.
Although if you're talking multiplayer, yeah RTS games are probably stupidly hard to balance, just like MMOs.
 

Ninjafire72

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madwarper said:
None.

Every genre has a myriad of things that it has to get right to be good. Just watch the EC episode about making a puzzle game.

Also, just because they're a flood of FPS's with large budgets doesn't make them good. It's just a sea of mediocre brown.
The last good FPS was GoldenEye/Perfect Dark on the N64.
I smell a whiff of nostalgia bias there... there have been other good shooters since then, you know.

OT: I'd have to say point and click. As a games programmer (soon to be, anyway) it would just be so much easier to develop it with a decent story and visuals.
 

DoPo

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someonehairy-ish said:
DoPo said:
RTS - no, again, similar to the RPG, it's pretty hard to pull off.
Really? I would have thought that at least making a decent RTS single player campaign would be fairly easy. The plot doesn't need to be amazing, the graphics can pretty much suck and it can be completely unbalanced yet still enjoyable and addictive.
Yes, and this is not that easy to get, especially if you don't take balance in mind and how things work with one another. It doesn't need to be perfectly balanced, heck lots of big names out there aren't (at release at least, they get better over time) but to make it fun, you have to get your head around all those different elements and how exactly they come together. Otherwise you'll end up with something frustrating and/or boring.

It may not exactly be hard (depending on the person) but it enjoyment is certainly easier to achieve in other genres.
 

Lunar Templar

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madwarper said:
None.

Every genre has a myriad of things that it has to get right to be good. Just watch the EC episode about making a puzzle game.

Also, just because they're a flood of FPS's with large budgets doesn't make them good. It's just a sea of mediocre brown.
The last good FPS was GoldenEye/Perfect Dark on the N64.
damn, ninja'd on the first post

well, fine.

like the above said, none are 'easyer' to make good games for (though one could argue FPS cause we keep getting those and the keep selling). there's a lot of things that can ruin a game and a lot of things that can make it great, genre dosen't matter
 

Jamash

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Sport (but not necessarily racing), because most sports are already good games.

Just pick a good sport, make an accurate video game representation of it and you have a good video game.

Most of the design, concept and rules are already written, you just have to transfer them into a video game without having to worry too much about the plot, story, characters or art style.

Even if the sport isn't one of the more popular sports, a faithful reproduction of that sport will still be a good game to it's fans.
 

DoPo

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Lunar Templar said:
like the above said, none are 'easyer' to make good games for (though one could argue FPS cause we keep getting those and the keep selling). there's a lot of things that can ruin a game and a lot of things that can make it great, genre dosen't matter
I don't get this. Yes, making games is not easy, but here you have a list of options with the task to compare them. It's like me asking "What is the smallest number" and give you 241752, 658856, 735769, 625623, 146445. None of these is exactly a small number but there is one that is the smallest. And no good game is easy, but each genre has some implied requirements (FPSes these days need good graphics, while RPGs would need having stats and a sensible power progression of some sort). Based on these requirements, you can estimate the amount of effort needed. Your estimations may vary to other people's but this isn't an exact science, after all.
 

dyre

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FPS seems pretty hard to make a good game in...as a general rule, it seems you need to have AAA level funds to even start. And at the very least your action has to be well-paced (see Modern Warfare 1 vs Modern Warfare 3).

Platformers seem relatively easy. You don't need much funding at all, and as long as you include a half-decent story, even if it's completely linear, some people will like it. I remember playing some shooters that were just plain bad, but I don't think I've ever played a platformer towards which I felt the same way.

That's not to say it's easy to make an excellent platformer, but everyone and their dogs seem to have made some half-decent ones.
 

Xariat

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question: who decides which games are good and which are bad?

since i don't know i'll go with good as in terms of success.

well it's certainly not the FPS genre. if you're not making the next CoD or battlefield then tough luck. your game will need advertising up the arse just to get noticed.

I'd say platformers are easiest. scribble together a remotely interesting story, create a nice art style and think up some interesting platform puzzles. just be 100% sure that the controls are tight and good.
 

Lunar Templar

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DoPo said:
Lunar Templar said:
like the above said, none are 'easyer' to make good games for (though one could argue FPS cause we keep getting those and the keep selling). there's a lot of things that can ruin a game and a lot of things that can make it great, genre doesn't matter
I don't get this. Yes, making games is not easy, but here you have a list of options with the task to compare them. It's like me asking "What is the smallest number" and give you 241752, 658856, 735769, 625623, 146445. None of these is exactly a small number but there is one that is the smallest. And no good game is easy, but each genre has some implied requirements (FPSes these days need good graphics, while RPGs would need having stats and a sensible power progression of some sort). Based on these requirements, you can estimate the amount of effort needed. Your estimations may vary to other people's but this isn't an exact science, after all.
nope, it's and Artform :D as much as people don't want to admit it. making video games is an artform, as such it's subject to the same rules of interpretation (ie: i think FPS are shit, while i tend to favor RPGs), so even if they do every thing right and the game is legitimatly good, it can still fail horribly

then there's games like DFN, ET and Bubsy 3D, and you just KNOW it sucks before hand
 

BrotherRool

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madwarper said:
None.

Every genre has a myriad of things that it has to get right to be good. Just watch the EC episode about making a puzzle game.

Also, just because they're a flood of FPS's with large budgets doesn't make them good. It's just a sea of mediocre brown.
The last good FPS was GoldenEye/Perfect Dark on the N64.
I never completely agreed with that episode, it was pretty much exactly what I'd guessed would be included in the first few seconds when he'd made the challenge and all that stuff was all stuff which would be/should be included in games with other mechanics on top. For an example, RPGs have all those mechanics +extra RPGy mechanics.


And it doesn't make sense that all games are equally easy to make. It makes sense that all games are complex with difficulty and opportunity for a lot of thought, which is the point I feel Extra Credits were making, but that's not the same as them having equal difficulty.

For a example, making Starcraft balanced over 3 races. competitively to the highest level is a process that has gone on for over 10 years and still hasn't been perfected. By comparison, no single person platformer has ever required the same amount of revision to fulfill all it's purposes.


I was stuck between point and click and platformer. There is potential in both to make very good games with low effort in graphics/engineering. It can be 2D so you don't have to cope with the host of problems involved with even making things function in a 3D space.

In the end, I felt that with Point and Click the puzzles and/or writing always have to be solid for the game to work, whereas with a platformer you can make a good story focused game, or a good puzzle focused game, or a good mechanics focused game. So if you have a small development team you can work to your strengths and still produce a quality product.


Apart from anything else, a huge amount of great 2D platformers get produced by dev teams of 1,5,10 people, compared to shooters where teams of 40-90 people can still make really mediocre unenjoyable games. Even good shooters made by small teams tend to be flawed in some way that we have to look past
 

Terramax

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Puzzle games? Supposing the concept is fairly original, and it obviously works, it's hard to fault a puzzle game.

This is of course why PopCap, and Taito before them, made so much money.
 

xshadowscreamx

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i have to go with platformer..mario is still kicking ass and there has been not much change to the fomular.
 

TrevHead

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veloper said:
Next is shmups, either sidescrolling or vertical scrolling.
Spaceships and alien blobs don't require much animation. You don't even have to draw different sides of the sprites. Everything is always facing the same way.
Relatively easy to code and to test. No story required. People love them. The only thing you won't succeed in is standing out from the crowd.
As someone who loves the genre, i'm gonna disagree with the idea that making a good shmup is easy. It might be easy to program but unless its space invaders its difficult to make one thats half as good as Gradius, Rayforce or Dodonpachi.

Theres actually alot of thought that has to go into making a good shmup, like Street Fighter which doesn't have that much content (ie just 2 dudes and a background) there's alot of thought that needs to be put into pacing and balancing even if its just to get a good feeling of flow. If the game has any score system (which is a key element of the genre) other than the most rudimentry system then the game is just like any other competative game and needs to be tight designed and balanced and like Tribes or Street Fighter playtested to destruction by expert players.

The problem is unlike other genres not that many ppl understand the genre. Take Sina Mora which on the surface looks like a great shmup, but because of random power ups, its broken for anything other than casual play. Even Konami who made some of the best shmups decades ago no longer know how to make a good scrolling shmup. Their Graduis Spin off series Otomedius isn't even 3rd rate, they had to enlist Treasure to make Gradius V

Back in the 8 / 16bit era when shmups were in their heyday it was common for western devs to try to emulate Japanese shmups like Gradius. Many wern't that good, it's where the term EuroShmup came from, which is used by shmuppers to describe anything thats shitty and broken.

OT

Imo the classic 2D platformer is easiest to make that can atleast be enjoyed in some way by avid platformer players.

I'ld place the shmups twin sister the twin stick arena shooter as an easy genre to do well as unlike scrolling shmups random spawns and waves can be added and it doesn't ruin competative play.

The Beat'em up is to Fighters what twin stick shooters is to shmups, take how popular Castle Crashers is and how simple it's gameplay is even compared to Streets of Rage and Guardian Heroes.

Puzzlers are quite easy too but from watching Extra Credits I know there is alot of thought put into making the Popcap ones as addictive as posible.

While most ppl wouldn't call them actual games, Visual Novels, Eroges and Dating sims are easy to make, just need a good artist and music producer, theres probably more of these games made in Japan each year than everything else combined.

Imo The FPS genre is easiest for western AAA devs to make although much of the ease comes from all the tools and knowhow that the current industry has only because they have been churning them out for decades. TBH it makes me worry for other genres when publishers axe so many studios or put them on making FPS and Kinect games, I can see lots of great talent been lost this way