The ten commandments of gaming

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Jake0fTrades

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Thou shalt not give NPC's a way of knocking you down onto the ground for extended periods of time while they blow your bum apart with shotguns.

The fight with Matriarch Benezia from Mass Effect on Insanity. *Shudders*
 

Terminate421

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Thou shalt not make stun guns/forms of attack for AI use

Thou shalt make all AI reload at some point from firing

Thou shalt not give the coolest stuff at the end of the game
 

ManInRed

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The ten commandments I would always try to follow when making a game:

1. Don't show it, let the player do it.

Sometimes more information can be received from a cut-scene, sometimes text is best, and other times carefully constructed atmosphere can give the most. Different narratives require different amounts of each, but you never want to make the player feel like they are just receiving information and not interacting with the game. This is certain to happen if you show a scene you could have had a player execute. I don't care if all the player could do in a scene is walk over and press a switch, if you don't give back control to the player to do that, they'll be pulled out of the experience. In film there's a rule: "Don't tell, show." This can be view as an extension of that rule for games. You don't want an audience watching a film to wish they could see the event the hero described, and you don't want a player to wish they could do what they see the hero doing on screen.

2. Meaningful actions should have immediate noticeable consequences.

Basic rule to conditioning teaching: the reinforcement has a greater effect the closer it is performed to the behavior it would like to change. A player needs to see or hear right away that what they have done is good or bad, and then later get more detail information telling them how good or bad it is. It's just as important not to send false signals with behavior you don't care about modifying in the player. Games are great teachers when they do this right.

3. Never repeat the same event thrice.

The first time it is brand new. The second time it proves how far along the player has come. After that, it becomes redundant. Some redundancy is unavoidable. An event is a culmination of actions and objectives, and while the actions or objectives may appear again, the event should never repeat. Tetris is the same actions and the same 7 pieces, but the event of placing each block is always changing based on the position of other blocks. Having to perform the same fetch quest multiple times is repeating the event. Three is the limit. You can still have a boss rush at the end of the game, but not two times in a row. Anymore times and the events will begin to feel like filler.

4. Obstacles should be encounter before acquiring the tool to overcome them.

When getting a new tool or key, a player should never think: "What the hell am I going to use this for?" They should be thinking: "Ah ha! With this I can get past the so and so." Knowing what the obstacle is first, allows players to have these little Eureka moments. Also, any reoccurrence of the obstacle seen after gaining the tool will feel linear compared to going back to previously explore areas and opening up the world in a different direction. There's a reason Link doesn't get a tool in a dungeon until he's nearing competition of a dungeon.

5. Give multiple tasks at a time a player can work towards accomplishing.

All games are linear, players only walks the path they are walking, as they do in life. Freedom is not being able to do anything you want, freedom is choice. Players must believe they have a choice to do one thing or another, even if they are merely choosing the order they do things in. It makes the player feel free, it gives them options to avoid feeling stuck on one particular problem, and it can make the game more complex.

6. Game mechanics should reinforce who the characters are.

The things a character can do and the things a player can do as that character, should be the same. Similarly, how a character compares with other characters in certain regards should match who that character is in the narrative being told.

7. Judge a player on what they do, not on what they choose to be.

The biggest issue with moral choice systems is players know when they are choosing to be good or evil. In real life, no man does evil. We do what we feel is best at the moment, and some people may judge us are heroes for our actions while others judge us as villains. A player should never be aware when they are being judged or who is judging them. Giving players option boxes of what to say are too obvious. By basing judgment on a player's actions, you also strength the argument a third party has against them. A player can deny having evil intentions, but cannot deny deeds they perform or didn't perform. Be honest, at this very moment in real life there are thousands of good deeds you failed to do, based on the right point of view. I mean, what have you've done for me lately? And did any of you even think about Zoidberg?

8. Layout future goals and how the current actions lead to achieving it.

The objective of playing games is to determine what it is you're supposed to do. This is unique among any other story structure; someone reading a book usually knows how to continue the story when they reach the end of a page. But all good narratives have a clearly define purpose the audience can follow along. The purpose of the plot may not remain the same, but it's there to define a goal for the protagonist and explain why they are going through the events they are going through. Not all games have narratives, but they all have an ultimate goal and a current task the player is faced with. It is important to let players see how these two are related or there's less motivation in completing the current task.

9. Players should fear losing progress, but the plot should never regress.

How much a player fears death is proportional to how much progress is lost when they die. Controlling this fear is essential in controlling how reckless and cautious a player plays. If you want players to care about their actions in a game, then there must be some level of progress they can lose. However, any narrative a game has should not be undone only to be retold later. Plot points, like exposition, plot twists, and character introductions and deaths, should never be revealed a second time due to lost progress. If a plot point is followed by a boss there must either be: a save point before boss battle, an option to continue and retry boss match, or the boss needs to be easy enough to ensure any player capable of reaching this point in the game may defeat it. The ability to skip any narrative scene will provide a solution to any mistakes player or designer makes that could regress the plot.

10. Always allow a player to pause or stop playing the game.

Games are supposed to be so engaging players cannot put them down. But when you don't allow a player to pause the game during a battle or cutscene, and when you don't give a player an available save point, you're trapping the player to continue playing the game or lose progress. As a player, I should always have the option to stop playing. Maybe there's a mission that needs to be completed between saves, but I should at least be able to pause the game during that mission. People should be able to prioritize their life, and leisure activities should not require participants to devote an unknown continuous amount of their time towards.
 

Tommeh Brownleh

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Thou shalt not put a price on DLC, Thou shalt release it as an update to the game.

If thou must put a price on DLC, thou shalt not overprice it, 5 dollars shalt be plenty.
 

Sir Boss

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Mar 24, 2011
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Thou shalt not disregard characterization.
Thou shalt do proper bug testing.
Thou shalt innovate.
Thou shalt not disregard story.
Thou shalt include map editor/mod tools.
 

Total LOLige

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Jul 17, 2009
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Thou shalt not ask players that bought the game new or on day 1 to pay full price for DLC. (Do a Bad company 2,be nice)
 

android88

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Jul 21, 2011
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Thou shall not give women face smacking jugs
Thou shall not have AI dummer than a wallnut
Thou shall not make angry bald space marines

But above all else

THOU SHALL REMAKE PERSONA 4 FOR PS3
 

Superior Mind

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Feb 9, 2009
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Thou shalt not package unwanted add-ons with a game and force people to use them, nor shalt thou force people to sign up to numerous accounts in order for them to play a game.
 

mitchell271

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ToTaL LoLiGe said:
Thou shalt not ask players that bought the game new or on day 1 to pay full price for DLC. (Do a Bad company 2,be nice)
This. A thousand times this.
 

NinjaDeathSlap

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Feb 20, 2011
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Thou shalt be willing to try any game before you dismiss it as shit.

Thou shalt value variety.

Thou shalt treat other gamers as you wish to be treated yourself when online.

Thou shalt not quit team games just because you are doing badly and land everyone else in a heap of shit.

Thou shalt consider the possibility that the team kill you just suffered was an accident before you boot the perpetrator from the game.

Thou shalt respect that publishers need to make money to keep providing you with games.

Thou shalt not treat your customers and devs like they are your bitches.

Thou shalt make your games fun above all else.

Thou shalt take the medium of gaming seriously.

Thou shalt strive for excellence rather than settle for mediocrity.
 

otakon17

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Jun 21, 2010
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ms_sunlight said:
Hmm, these are all the 10 commandments of gaming, Authorised King James Version by the sounds of it!

How about:

You will not make every single protagonist a boring white male space marine.

Honour your paying customers and do not treat them like criminals. Do not use DRM that slows load times, locks players out or causes crashes to desktop.

Include at least one incredible and unusual weapon, for gamers love turning the other players into chickens, manipulating gravity and killing giant flying monsters with forks.

Honour your female characters; do not give them boobs bigger than their heads or make them run like they are mincing about in high heeled maribou feather mules.
I'm all for the female characters being honored, but is it wrong I like the boobs bigger than the head part? Screw the heels, they're stupid to begin with. Anyway....

Thou shalt not use cheap boss tactics and moves that defy the rules of the game.
 

mateushac

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Apr 4, 2010
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Thou shall not have friendly fire off by default
Thou shall not have the the coloured gentleman die first
Thou shall not hold thy player by thy hands all the time
Thou shall make it so every player may reach his/her desired difficulty level
Thou shall not place invisible walls in order to forbid thy player to walk
Thou shall not ignore the almighty PC while in the making of thy game
 

MegaManOfNumbers

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Mar 3, 2010
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1. Thou shall release all Operation Rainfall games in America.
2. Thou shall not have generic regenerative health in ANY game.
3. Thou shall not make a game repetitive.
4. Thou whom announce a game WILL be dedicated to releasing it.
5. Thou shall not grief.
6. Thou shall not fuck over those who buy second-hand games
7. Thou shall release Mega Man Legends 3.
8. Thou shall release Mega Man Legends 3.
9. Thou shall release Mega Man Legends 3.
10. Thou shall burn in all circles of hell if thou does not release Mega Man Legends 3.

Hmm, was I being a little to straightforward with those last ones?

....

nah.
 

tok

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Jan 16, 2008
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Thou shalt not : sacrifice singeplayer content for multiplayer content. Multiplayer is ALWAYs a bonus and always secondary to single player. If not, dedicate the game to multiplayer.

Thou shalt not : Sacrifice Gameplay-mechanic og story for better graphics or physics.

Thou Shalt not : Release any DLC, ever,ever and never.

Thou Shalt not : Interpret a old, classic, game.

Thou Shalt not : Make a repetitve and tedious gameplay

Thou Shalt not : Alter in any given tmelines og stories, what so ever.

Thou Shalt Always : Provide good controls

Thou Shalt Always : Make the game mechanics a prt of the cut-scenes, story-telling and character development

Thou shalt Always : Do your utmost to make a GOOD and captivating story.

Thou Shalt Always : Make a game you want to play repeatedly your self.


The Golden Rule : A good story, mechanic and gameplay triumf´s just about everything
 

NinjaRock

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Aug 16, 2011
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Thou shall value fun over realism
If thou makes a AI companion/teammate make sure they aren't retarded and that they are easy to control
 

Owen Robertson

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Jul 26, 2011
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How about some qualifiers folks? The reason the ten commandments are difficult to follow to a tee is because they are maxims, and one cannot live their life by absolutes.

Thou shalt not make a sequel, unless a story has been pre-ordained as an epic, so vast that it would go over-budget to even put all of the details into a book or series of books. However thou shalt make a sequel, even if thou dost not want to, if there are any loose ends in the denouement, for the fans require it, and if they don't receive it, they shall make terrible fanfiction about what they think should have or could have happened.

See? A developer can decide where they are going before even beginning the first game. Qualifiers ladies and gentlemen.