Whether it be in terms of combat, aesthetics, music, story, exploration, level design, movement, environments, or etc what makes a game truly great for you
I don't think I can beat that.Squilookle said:Maybe kick this thread off with your own example?
Hard to say for me. Probably more than anything, it's a game's ability to make me lose track of time. How it does that is hard to pin down, but it's probably a range of factors working in concert
I love ICO and that's a pretty good video, glad you posted it.Phoenixmgs said:I think this Game Maker's Toolkit video perfectly encapsulates what I look for in a game or really any experience in any medium.
I have renewed desire to play this! I have the PS3 HD version that came with Shadow of the Colossus. Thanks for posting.Phoenixmgs said:The main, but vague, things that I feel make the very best games are a clear vision and passion. You can just tell when a game is basically produced by a marketing team with the devs not being emotionally invested in the product. Past that I believe an extremely solid core of the game needs to be present and extremely well-executed whether it's the combat in Bayonetta or companionship in ICO. Every element of a game should only be there to support and enhance that core so that the experience always stays on point. So many modern games throw in so much junk (whether it be a crafting system, skill trees, leveling, loot systems, etc.) that the core, if there even is one, is buried. So many games are open world for really no other purpose other than that's what everyone else is doing or RPGs having 100s of quests just to say there's 100+ hours of content. Even Spiderman from last year had an amazingly solid and fun core but just about everything the game had you do were basically chores. Imagine what Rocksteady in their prime would've done with that Spiderman core.
I think this Game Maker's Toolkit video perfectly encapsulates what I look for in a game or really any experience in any medium.
Story and character sure help enjoyment. I do prefer games where you get past a challenge and then are treated to a cut scene advancing the story.Dalisclock said:For me it's a combination of factors
-Fun to play, due to mechanics, controls, etc.
-Engagement with story, characters due to writing and presentation.
-A world that befits the game and is compelling in its own right(map design/background).
-Visuals and sound that enhance the above. It doesn't have to be 4K HD 60 frames per second crystal clear incredibly detailed graphics but it does have to fit the game and help push it a bit further.
A good game can exist with one or two of these but a great game pretty much needs everything to work together to make a great combination.
It's surprising to see how much has changed since 2015, since a lot of what's being said in this video would be deemed regressive for the medium by todays standards (that being the standards of contemporary videogame essayists). Any game that dares focus mainly on anything other than gameplay or tries to make its more "game-iness" invisible (healthbar, items menu) is usually looked at with a bit of distain. The 'how dare it not be a Platinum/Fromsoftware game' attitude.Phoenixmgs said:I think this Game Maker's Toolkit video perfectly encapsulates what I look for in a game or really any experience in any medium.
Phoenixmgs said:The main, but vague, things that I feel make the very best games are a clear vision and passion. You can just tell when a game is basically produced by a marketing team with the devs not being emotionally invested in the product. Past that I believe an extremely solid core of the game needs to be present and extremely well-executed whether it's the combat in Bayonetta or companionship in ICO. Every element of a game should only be there to support and enhance that core so that the experience always stays on point. So many modern games throw in so much junk (whether it be a crafting system, skill trees, leveling, loot systems, etc.) that the core, if there even is one, is buried. So many games are open world for really no other purpose other than that's what everyone else is doing or RPGs having 100s of quests just to say there's 100+ hours of content. Even Spiderman from last year had an amazingly solid and fun core but just about everything the game had you do were basically chores. Imagine what Rocksteady in their prime would've done with that Spiderman core.
I think this Game Maker's Toolkit video perfectly encapsulates what I look for in a game or really any experience in any medium.
an RPG Dev fills your RPG with more "game"play?RPGs having 100s of quests just to say there's 100+ hours of content
I think he meant more along the lines getting a bunch of same-y guns like say 10 assault rifles for your 2-gun system is different than carrying 8 vastly different guns. Games should only have what they need basically.Casual Shinji said:It's surprising to see how much has changed since 2015, since a lot of what's being said in this video would be deemed regressive for the medium by todays standards (that being the standards of contemporary videogame essayists). Any game that dares focus mainly on anything other than gameplay or tries to make its more "game-iness" invisible (healthbar, items menu) is usually looked at with a bit of distain. The 'how dare it not be a Platinum/Fromsoftware game' attitude.
It's also kinda funny how it brings up that games today give you 2 dozen guns as a point of contention, when the 2-gun limit that preceeded this is widely viewed as a detriment to the shooter genre, and people were overjoyed when they could finally have a whole bunch of guns to cycle through again.
Modern RPGs have become the worst genre in gaming by far. They are so concerned with wasting the player's time vs giving them engaging content. RPGs are the longest games with the lowest percentage of quality content, that's a pretty horrible combination. Every quest should be of quality and be there for a specific purpose, not just be a copy-pasted thing to do on a list of chores. You can make an RPG that is less than 50 hours and be "more" RPG than just any other RPG, for example the Mass Effect series. More is not necessarily better, that's why editors exist to remove anything that doesn't add anything to the work (whether its a game, movie, TV show episode, book, etc.).Yoshi178 said:an RPG Dev fills your RPG with more "game"play?Phoenixmgs said:RPGs having 100s of quests just to say there's 100+ hours of content
how dare they!
You can't be precise on that though. Not even Ico has all it needs - no more no less. We don't know if a better alternate Ico with more mechanics could have existed, because it never got made.Phoenixmgs said:I think he meant more along the lines getting a bunch of same-y guns like say 10 assault rifles for your 2-gun system is different than carrying 8 vastly different guns. Games should only have what they need basically.
How is modern RPGs' "wasting time" different from how RPGs used to be? RPGs have always been huge time sinks where the individual parts are kinda dodgy. The whole appeal of an RPG is putting a lot of time into it, carving out your own story with your own character. The trade off for that amount of freedom and content being that not everything is as polished as it would be in a non-RPG. And heck, it's not like these games force you to do every side-mission, you CAN just skip content if it doesn't interest you or you find it lacking in quality. And Mass Effect might be considered an RPG, but it is the least role-play friendly of any RPG I've ever played, apart from maybe ME1.Modern RPGs have become the worst genre in gaming by far. They are so concerned with wasting the player's time vs giving them engaging content. RPGs are the longest games with the lowest percentage of quality content, that's a pretty horrible combination. Every quest should be of quality and be there for a specific purpose, not just be a copy-pasted thing to do on a list of chores. You can make an RPG that is less than 50 hours and be "more" RPG than just any other RPG, for example the Mass Effect series. More is not necessarily better, that's why editors exist to remove anything that doesn't add anything to the work (whether its a game, movie, TV show episode, book, etc.).