What do you look for in a game ?
Jel
Member Posts: 319
What is the most important aspect of game for you ?
• Concept behind the game
• Gameplay
• Graphics
• Realism
• Humour
• Characters
• FXs
• Sound / SFXs
I have a feeling that it's going to be all of the above but what are your top 3 ?
• Concept behind the game
• Gameplay
• Graphics
• Realism
• Humour
• Characters
• FXs
• Sound / SFXs
I have a feeling that it's going to be all of the above but what are your top 3 ?
Comments
Personally I picked "concept behind the game" and "gameplay," which both have to be solid if a game is going to entertain me for any length of time. I also picked "humor," which is not exactly necessary, but can be a huge plus -- I'll forgive poor graphics and even poor sound (a composer's pet peeve) if a game makes me laugh!
Realism is, in my humble opinion, overrated.
Great to see this post has made it to a sticky. I'm fascinated to see the results...
Ultimately, though, gameplay is what makes a game succeed or fail for me.
That said, I am ridiculously oriented toward visuals. If a game has uninteresting graphics, then I probably won't play it, or I won't play long enough to appreciate the gameplay.
However!!! If a game has a distinctive, novel, or incredibly brilliant-sounding concept, I will overlook any superficial "flaws" and give it a serious go. Sometimes this reveals hidden gems, other times... not so much. (I'm looking at you, Enviro-Bear 2010, and your suck-tacular gameplay!)
Gameplay - The MOST important. Some of the games on my iPhone I could not even tell you what the story was about, but the gameplay was fun & engaging & kept me hooked.
EDIT: Personally I think music is overated. I usually turn music off. On a console quality game music can be very important, but on the iPhone I don't even care if there is music.
games are about gameplay for me.
I think 'uniqueness' is something I look for in a game. Whether that be in graphics, control, concept, gameplay etc.
What I normally find is that this rare quality appears in all genres at some point and then helps redefine the template for that genre. For example:
MDK was the first game to have a sniper rifle in it (just beating out Goldeneye). This is now a staple weapon in FPSs.
Halo's recharging energy and melee attacks.
Braid is a platform game, but has one unique 'gimmick' that defines how the whole game is played, thus redefining what a platformer can be. Also check out VVVVVV for another new take on the platform game here:
Portal - a brilliantly simple idea executed flawlessly
There are countless others. But I do like clever and unique game mechanics. Something like VVVVVV would be overlooked by many because of its presentation - but it offers something different. And I like that!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
For example, the feel of firing your weapon in a shooter, of jumping in a platformer, etc. can make or break the entire game experience. The look (art/animation), sound, and the mechanic itself can all contribute to this feel.
Sometimes improving the feel of your moment-to-moment gameplay is the most effective way to improve your game. Such was my experience at the Global Game Jam, which I'll be posting about later.
I suppose you're referring in some small part to Halo's much vaunted '30 seconds of fun, over and over and over'?
Completely agree with you there!
On an interesting side note, I played two iPhone games recently, which reinforced the 'gameplay is king' rule by displaying limited gameplay of any kind.
This was very disappointing as both games looked absolutely gorgeous. But within minutes I'd stopped playing!
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
CONCEPT: To even consider downloading it the concept needs to be original, interesting, (or useful), I saw an extreme stickman shopping cart game made it into the UK's top 25 paid apps, simple looking, funny, original and by the reviews I'd of thought it played well.
Gameplay, it needs to play well So I won't just delete it straight away, also helps get good reviews,
Humour will also get me to download it and spread the word by talking to other iphone lovers with a beer. It also gets the app shown to more people.
R-Type (arcade)
Apidya (amiga - underrated gem)
Battle Squadron (amiga)
Ikaruga (dreamcast - as close to perfection as you can get)
Thunder Force 4 (Mega Drive)
Star Force (arcade)
Space Invaders (Orginal arcade)
Einhander (PS1 - poetry in motion)
And my all time fav - Fiying Shark
To me, all these games felt natural, just right.
I think I just read a review recently about this aspect, where the opening and game over transitions became tedious after several replays. And for a game that lives (or dies) by the 'try again' replayability, it's a terrible thing to overlook.
When done right, however, moving from one aspect to another can be a tremendous boon in moving the game along and giving a sense of positive progress, motivational even for players to 'sacrifice' just a few more minutes to get to the next point, and then some more...