Things every game needs

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Mastercylinder

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Jun 27, 2010
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Mastercylinder said:
Rationalization said:
Regenerating health and a cover system, every genre needs this.
You're kidding, right? That would ruin the difficulty and challenge in everything. Did you read the Extra Punctuation about this?
I've a feeling you may need to learn to recognize sarcasm, no offence.[/quote]

>_< sorry but, it does sound like something some one would say (kinda). It's happened before.
 

Throwitawaynow

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Aug 29, 2010
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Mastercylinder said:
Rationalization said:
Regenerating health and a cover system, every genre needs this.
You're kidding, right? That would ruin the difficulty and challenge in everything. Did you read the Extra Punctuation about this?
No it wouldn't, say in limbo u get hit by the saw, you don't die the first time but you have to jump behind the other saw you just jumped over and regenerate health. Because you're using the second saw as a cover for the first saw.

But, if you miss the jump to the second saw you die, and if you try twice without taking cover you need to take cover from a third saw without getting hit by it, but also staying out of reach of the huge axe.

Vern5 said:
Rationalization said:
Regenerating health and a cover system, every genre needs this.
Even City-Building games?
Like sims, rollercoaster w/e, or civ? I'm not entirely sure what a city builder game is. But to take a guess if run out of food you can invest in walls instead of crops. In fact any problem could be solved by building a wall for the omnipotent hand of the player to hide behind.
 

geezah91

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Feb 17, 2010
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I can tell you what every game doesn't need. Online competitive multiplayer. Mass Effect 3 I'm pre-warning you.
 

cgentero

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Nov 5, 2010
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An exceptional amount of at least one of the three following; Game Length, Replay Value, or Mod Ability.
 

Vern5

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Mar 3, 2011
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Rationalization said:
Mastercylinder said:
Rationalization said:
Regenerating health and a cover system, every genre needs this.
You're kidding, right? That would ruin the difficulty and challenge in everything. Did you read the Extra Punctuation about this?
No it wouldn't, say in limbo u get hit by the saw, you don't die the first time but you have to jump behind the other saw you just jumped over and regenerate health. Because you're using the second saw as a cover for the first saw.

But, if you miss the jump to the second saw you die, and if you try twice without taking cover you need to take cover from a third saw without getting hit by it, but also staying out of reach of the huge axe.

Vern5 said:
Rationalization said:
Regenerating health and a cover system, every genre needs this.
Even City-Building games?
Like sims, rollercoaster w/e, or civ? I'm not entirely sure what a city builder game is. But to take a guess if run out of food you can invest in walls instead of crops. In fact any problem could be solved by building a wall for the omnipotent hand of the player to hide behind.
LOL that would be the day. A Civ game where you can invest in chest-high walls you can export to countries in the middle of wars. Yahtzee did mention that Chest-high walls are the key to victory.
 

Throwitawaynow

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Aug 29, 2010
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Vern5 said:
LOL that would be the day. A Civ game where you can invest in chest-high walls you can export to countries in the middle of wars. Yahtzee did mention that Chest-high walls are the key to victory.
Well you see, chest high walls give your population a boost to "Pull themselves up by their bootstraps." Getting them to solve the problems on their own, if you can't build the wall fast enough then the problem persists so you don't die but the time is wasted.
 

Vern5

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Mar 3, 2011
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Rationalization said:
Vern5 said:
LOL that would be the day. A Civ game where you can invest in chest-high walls you can export to countries in the middle of wars. Yahtzee did mention that Chest-high walls are the key to victory.
Well you see, chest high walls give your population a boost to "Pull themselves up by their bootstraps." Getting them to solve the problems on their own, if you can't build the wall fast enough then the problem persists so you don't die but the time is wasted.
I actually think we're on to something here. A business/Civ game where you develop the props that show up in all other games. Destructible scenery, chest-high walls, exploding barrels and whatever else shows up in action games. Research them, build them, actively test them, and then ship them out to the highest bidder. And, if your business rivals start feeling greedy, you can use your own products to defend your business, with fatal results.

I would play that game.
 

BENZOOKA

This is the most wittiest title
Oct 26, 2009
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Comprehensive settings: for everything visual, a bunch for audio, complete keymapping, accurate mouse sensitivity configuration...

And soup. Every game needs a bit of soup.
 

Redlin5_v1legacy

Better Red than Dead
Aug 5, 2009
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Simple menus that get more advanced if you choose them to be. If the game doesn't pause when the menu flashes up, make it easy on us.

Oh and games need a story.
 

Redlin5_v1legacy

Better Red than Dead
Aug 5, 2009
48,836
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BENZOOKA said:
Comprehensive settings: for everything visual, a bunch for audio, complete keymapping, accurate mouse sensitivity configuration...

And soup. Every game needs a bit of soup.
Made by you naturally.
 

BENZOOKA

This is the most wittiest title
Oct 26, 2009
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Redlin5 said:
BENZOOKA said:
Comprehensive settings: for everything visual, a bunch for audio, complete keymapping, accurate mouse sensitivity configuration...

And soup. Every game needs a bit of soup.
Made by you naturally.
I make a soup so vicious it'll knock a llama's teeth off!
 

Redlin5_v1legacy

Better Red than Dead
Aug 5, 2009
48,836
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BENZOOKA said:
Redlin5 said:
BENZOOKA said:
Comprehensive settings: for everything visual, a bunch for audio, complete keymapping, accurate mouse sensitivity configuration...

And soup. Every game needs a bit of soup.
Made by you naturally.
I make a soup so vicious it'll knock a llama's teeth off!
Would it be possible for me to have a sample sometime?