what do you think makes a game

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Senex

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Jul 5, 2009
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graphics, fluidity of play, online interaction, depth of function what have you what do you think is important?
 

RavingPenguin

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Curtmiester said:
1s and 0s.
They may be at a games core but do not, a game, they make.

Whatever is fun that you can market to people makes a game, monopoly is fun and can be marketed therefore it is a game, Half Life is fun and can be marketed and therefore is a game, snowboarding is fun and can be marketed and therefore is a game, would you like me to keep going?
 

Hazy

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Jun 29, 2008
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Curtmiester said:
1s and 0s.
Aha, very clever. Nice, I would not have thought to answer that.

OT: I said it once and I'll say it again: Gameplay makes games.
 

Snotnarok

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Nov 17, 2008
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Depends on the game.
Gameplay mostly, but RPGs it'd be story. It's not just pull one thing and it's crap, I mean a game can have the best music and graphics, but if it controls like crap it's crap.
 

Bat Vader

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Mar 11, 2009
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My opinion on what makes a good game.

A good story, excellent gameplay, sandbox gameplay, top notch voice acting, and ability to choose how the will end.
 

RavingPenguin

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Curtmiester

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mentor07825 said:
Curtmiester said:
mentor07825 said:
Curtmiester said:
RavingPenguin said:
Curtmiester said:
1s and 0s.
They may be at a games core but do not, a game, they make.
You know, I wanted to say something sarcastic here but couldn't think of anything.

Well done.
You could've made a shot at my crappy quoting skills.
No, I was referring to your 1s and 0s post, and I should've been the one to write it but I wasn't thinking.

Again, well done:)
Enjoy it. I only get one every 3 years. But when I do, people love it.
 

Lord Thodin

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Jul 1, 2009
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RavingPenguin said:
Curtmiester said:
1s and 0s.
They may be at a games core but do not, a game, they make.

Whatever is fun that you can market to people makes a game, monopoly is fun and can be marketed therefore it is a game, Half Life is fun and can be marketed and therefore is a game, snowboarding is fun and can be marketed and therefore is a game, would you like me to keep going?
easy yoda
 

Lord Thodin

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Jul 1, 2009
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What makes a game. Graphics that arent so bad you cant "feel" the world. A round hat with square sides is quick to unimmerse you. A storyline without predictability. At least par voice acting. I hate to admit it but games such as Gears of War, and Left 4 Dead have such well done voice acting. Another example is Army of two. The voices are necsesary to give the character substance and personality. To make this group of pixels someone you hate or adore, or cant seem to comprehend. Next, an esay button layout. Games like Bioshock where if you are trying to cycle to a weapon there is no back button you gotta cycle all the way through. I did this quite frequently. Variety. Whether its in weapon choices, vehicle choices no one wants to be stuck with basic layouts. Example, noone would play the Sims if you only had 10 objects to play with. Challenging AI. If i set it on easy i expect to be able to go John Rambo with my pistol, but if i set it on hard i dont want to be able to go John Rambo, just with less HP. Get my drift. I want the enemy to try to flank me, or lob grenades and come rushing through their dust cloud as cover, ya know? Finally a long storyline WITHOUT side quests. I personally got really pissed when i got Fallout 3 and realized I could be it within the scope of 5-10 hours. Personally, i could give two shits about side quests. I want a long main story line, with plenty of time to sink my teeth in. Let me be punished for bad deeds or rewarded for good ones. I just want Kingdom Hearts play time i guess is what im saying. 98 hours sunk into that game first go round. Maybe 20 hours with Fallout 3 and thats with doing every side quest i can find. Well thats just my opinion.
 

Iori Branford

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Jan 4, 2008
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Game = 50%
- Is it fun doing what I do in the game?
- Are the rules intuitive, fair, and consistent?
- Do I spend most of the game facing challenges and problems that are fun, fair, and varied?

Controls, Interface = 35%
- Are the commands comfortable and easy to use and learn?
- Can I perform reasonably well knowing reasonably few commands?
- Do the game and characters follow commands immediately and precisely?

Story, Setting = 5%
- Do backstory and plot encourage me to play and continue playing?
- Are narrative and dialogue understandable and memorable? Do they effectively communicate short-term and long-term objectives?
- Are characters believable, interesting, and endearing to play as and to interact with?

Visual = 5%
- Do visual elements clearly indicate game state and events?

Audio = 5%
- Do sound effects clearly signal game state and events?
 

Birras

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Zombies. I defy you to name me one good game that did not feature zombies in some way shape or form.