What makes a game enjoyable?

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CharlesVI

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Nov 15, 2007
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This is my first post so hi.

Anyhow something I have pondered is what makes a game enjoyable? I am realizing that I have next to no idea what makes a game fun despite the fact I have a laundry list of what makes a game suck. So on the quest for enlightenment I pose the question to all of you, since you generally seem to be a enlightened group.

So whats your opinion?
 

GrowlersAtSea

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Nov 14, 2007
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One of the most important things I think is knowing what kind of game the game wants to be and staying true to it.

Not all games are going to be full of innovation, and many (if not most) will follow many standards that have been well established over the years, but the ones that aren't should know what they want to be.

Too many games try to have a variety of gameplay at the sake of it's own identity. Stealth sequences in action games, action sequences in stealth games, third person vehicle sequences in first person shooters, and so on. These things can sometimes be done well (Halo, for example did vehicles fairly well) but too many games try to thrown in unpolished segments that try to expand on the experience at the cost of the fun.

A simple game that sticks to its base can often be far more enjoyable than one that tries to be a jack of all trades. I don't want Mario trying to sneak around Koopas in the shadows, I don't want Snake trying to hold off wave after wave of advancing enemy soldiers.

That's how I feel, at least. I would rather have specialists that do it right than generalists that muck it all up. There are other aspects that are of course important, control, visuals, story, length, but this was a matter I wanted to touch on.
 

stevesan

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Oct 31, 2006
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There are some obvious things, like consistent reward, a smooth difficulty curve, a good interface, etc. But what about...

Music! Nothing like a good soundtrack to draw me in. Even if the game kinda sucks, if I enjoy listening to the music, I'll keep on playing for a lil bit. All the classic games had AWESOME music! Mario, Contra, Final Fantasy, Chrono Trigger, DOOM, Ecco the Dolphin, and the list goes on.

Just my opinion :p
 

ccesarano

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Oct 3, 2007
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I know this is bound to sound poor coming from someone that would like to design games for a living, but honestly, I don't think it can truly be defined.

The best way to word it is that humans are a naturally competitive breed, and even if it's just against a computer video games provide a method to compete. At the same time, some of the most successful games are built off of the idea of complex possibilities through simple options and controls. Even so, plenty of games are fun for being complex in all ways.

I think the best way to look at it is what makes other forms of entertainment so enjoyable? You can't really answer. They just send the right signals to the pleasure parts of our brains.
 

Goofonian

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Jul 14, 2006
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I personally think its all about the correct use of a challenge-reward cycle.

What the challenges and rewards are will vary between games and between genres, but as long as the cycle is done correctly, it works.

For example, a good rpg will have you strategically choosing turn based combat techniques so that you can upgrade your character and get some shiny new clothing choices. A third person action game will have you linking combos through hordes of enemies to get the next CG piece of storyline or a puzzler will have you solving puzzles purely for the knowledge that you solved a puzzle, aren't you great!

Whatever it is, if the challenge and reward cycle is done well, its fun. If not then why bother playing?
 

innocent42

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Nov 3, 2007
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A few things make games good for me, all of which are pretty obvious when you think about them.

1. Story. This has been discussed thoroughly in the story importance poll thread [http://www.escapistmagazine.com/forums/read/9.50873], so I'll keep it short. I like to have a compelling reason to overcome the game's obstacles and challenges. Doing it by itself can be fun, but a good story is really motivating and rewarding at the same time, so I really like a good one.

2. Graphics. Also being discussed heavily in another thread [http://www.escapistmagazine.com/forums/read/9.51181?page=1]. A good art style helps create an interesting and compelling in-game world, which makes for great immersion. Games with a good story and solid art direction are always the most immersive.

3. Gameplay. Yeah, yeah, that doesn't say much. But I always like a game where the gameplay is part of the universe of the game. Although I don't usually like run-and-gun shooters, (I'm more of a realism shooter fan, especially online) I didn't feel like it was bad when I was playing Halo. Run-and-gun just works well in the Halo universe, so no problems there. Realism works great in the Call of Duty series. Though I would like the realistic style of combat anyway, it works well with the setting, story, design, etc, for a better experience.

All this brings me to:

4. Consistency and pacing. Fantastic finales are useless if the rest of the game is so boring I drop it after half an hour. A game should deliver fun regularly, which means variety and pacing are important. I think an excellent example of pacing is HL2 Ep.2. It has cool exploration sequences punctuated by minor battles, a few major confrontations, and really awesome explosive finale. HL2 was excellent, but one problem I had with it was so much of the game was like one long battle, with only a few enemies onscreen at once. HL2 Ep. 2 fixes that very well. Instead of fighting two guys, walking forward a meters, fighting three more, crossing the street, fighting a few more, it had exploration with no combat where you could solve a few puzzles and enjoy the beautiful environments with no pressure, and then a real confrontation with a good amount of enemies and an interesting space to fight in. All these battles lead up the final confrontation, which is made out of pure awesome. That kind of varied pacing keeps things interesting. There's never so much of one thing it gets boring, which is very nice, and something all games should strive towards.
 

Yanarix

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Oct 22, 2007
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A good game will teach me new ways of thinking, early on it was the link, mega man and metroid series. then the 'crafts. now things like deadly rooms of death, pardus and dota make me push the limits of what might be possible. it isnt just having a world to discover, but being able to get a feel for it and see a few moves ahead.

what makes it a good game is that you arnt forced into a "do it perfectly or you die sort of situation", but that there is a good enough criteria for your performance in one area so that you can lean towards other objectives simultaneously but if you push too hard too fast- then you die.
 

dnv2

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Nov 12, 2007
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A good game for me is one that makes me feel some connection with the main character.

I tend to lose interest if the character I'm playing is devoid of personality or fits into one of the many clichéd stereotypes we seem to have nowadays.

Another thing I paticulary like is if a game has a decent lifespan, if it's full of extra stuff to do I'll most likely do it, if I find the game interesting enough of course.

Also most of the other stuff that's already been said paticulary Goofonian's post.
 

xbeaker

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Sep 11, 2007
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Can you define the question a little? Do you mean ?What do you enjoy most about games?? Or ?what is it about games that people enjoy??

Personally I like a new challenge in a single player game. A good story always makes a game more compelling but the base level challenges are really what I am in it for. Taking down end boss, outrunning the fastest car on the circuit, finally figuring out what to do with strange potted plant, hitting a million points? whatever. I am competitive by nature and that includes against other people and myself.

In multiplayer I like that I can still hang out with friends of mine that live too far off to see on a regular basis and when we all get together somewhere it is just a great excuse to do something. For example, I enjoy Halo. But once I beat the single player campaign I never touch the game again? except when friend are over. It is a natural game to go to as just a social thing. Again, it is an outlet for my competitive side too.

As a whole I think the major factors that drive people in gaming is the reward, be it points, a new magic sword, or an upgraded car. The challenge; video games, sports, jigsaw puzzles.. people just seem to have a need to test their limits. And of course entertainment. The same reason we read books, listen to music and read books. A good story is a good story no matter the medium it is presented on.
 

J-Val

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Nov 7, 2007
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Personally? Fun. I don't care if it has stick-man graphics, no multiplayer, or a story that was written on the back of a bus ticket. All those things should simply supplement a game's ultimate purpose; to provide amusement.
 

Kronopticon

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Nov 7, 2007
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personally, i think what makes a great game, is a games ability to make you think, "I am a GOD of gaming!", you may not be, but when your really kicking ass, it gives you the best feeling of all, even more so when you complete an entire story like that.
 

propertyofcobra

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Oct 17, 2007
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Challenge, Reward, Challenge.
A game needs to be challenging, but not unfairly so. Once specific hurdles are passed, you need rewards, followed by more challenges. So you cycle that properly, and you have a good game, most of the time.

I'm thinking of Resident Evil 4 right now. Most people I know who played it the first time ran around half the game with half a clip of handgun ammo, and a spare grenade, as their weaponry, constantly pushed to the limit (the first time through anyway).
And as they pass through the game, they get rewards ranging from miniscule (I'm hurt and I got a green herb, oh thank god in heaven yes!!!) to awesome (new weapons. new weapon upgrades. the bulletproof vest. Most of the expensive one-time purchases from the merchant, actually).
New abilities, equipment or upgrades are gifts that keep on giving. You feel a surge of reward (I'm going to use that as the word for that warm, fuzzy feeling you know when you got something and freaking deserved it) when you get them, you feel more reward when you use them, knowing that you EARNED it, and you'll feel even more reward when it gets better. This is lessened somewhat if games REQUIRE you to get these at set points (God of War, for example).
Optimally, any skills, equipment and upgrades you get should be entirely optional (for example, you could play Resident Evil 4 using only the base, unupgraded handgun and a knife. It's doable, I've done it.) and not too easy, but not too hard, to get.

....aside that, everyone loves a good plot, good music, good gameplay, etc. But I feel that challenge/reward is a balance that very few games manage to hit on the head, so it's what I'm going to say.

The best game to show what I speak of? Diablo 2. A new piece of equipment makes you feel good when you realize, this is good enough to replace what I had earlier, if only I had 5 more strength!
A level later, you get to equip it. Reward surge!
Down the road, when you mow bad guys down with it? Further reward!
And if you do any of the things one can do to upgrade a weapon (socket it, for example)? Further, FURTHER reward.
And when you USE that upgraded bad boy? Further, further, further reward!
And when you get a new weapon to, again, replace the one you have? Reward!
It goes on like that, and I believe that is what made Diablo 2 so painfully addictive.
 

xbeaker

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Sep 11, 2007
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When discussing their design philosophy for Diablo, Blizzard mentioned a study that was done on reward response with chimps.

If you gave a chimp a button, and when he pressed it nothing happened he would quickly get bored and stop pressing the button. If you gave the chimp a button and when he pressed it, he got a treat he would press the button longer, but would eventually stop pressing it when he had his fill of treats. If you gave a chimp a button, and when he pressed it he got a treat every 5 press, he would soon learn the trick, and again fill up and get bored.

But, if this button would only occasionally, and randomly dispense treats, the chimp would press it for hours on end. Sometimes stockpiling treats that he didn?t even want to eat.

Sound like any Blizzard games we know? The same design philosophy applies to gambling too.
 

propertyofcobra

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Oct 17, 2007
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Yup. Both chimps AND humans are absolute suckers for randomly getting something they want when doing something.
I didn't say that it's not chimp-level intellect to enjoy Diablo or WoW (or blackjack, or one-armed bandits, for that matter), I just said that they're extremely addictive.
 

xbeaker

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Sep 11, 2007
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You don't have to tell me. I have been to Diablo's lair so many times he named me the godfather of his 4 child.
 

Kronopticon

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Nov 7, 2007
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yes, the random challenge reward scheme is a good way to keep people playing, but not necessarily enjoyable, people forget how to distinct themselves from having fun, and being addicted. Yes, i know the sense of achievement is very nice, but like i said earlier, games should at least have one section where you can ultimately whoop ass, cos your outta lollipops.

"im giving out ass whoopings and lollipops, and im all outta lollipops"