What are the most fundamental things for a great video game?
62 replies, posted
[B]What are the most important things a game has to have to be great?[/B]
Anyone have any ideas?
Clean, smooth gameplay with minimal bugs.
Nudity
[editline]oh hamburgers[/editline]
And bad ass skeleton pirates
Immersion.
good music
New concepts or ideas never realized before.
I agree with everyone.
[I]Besides Paramud. :zoid:[/I]
[B]Being mod friendly[/B]
Top of the list, number one, under line, bold, in funky colors
[B][U]Fun[/U][/B]
Inspiration is definitely most important
If you don't believe me just look at Metroid, it's inspiration was Alien and Aliens, that's why the protagonist is a female and there isn't much of a difference of plot in each game other than hunting alien creatures on a planet/space station
To be made out of passion rather than profit
To have a lot of small stuff you can do that's not pointed out. Spray on walls, toss stones, hold on car door handles, let the air out of tires, steal hot dogs...
Tiny details. Stuff such as small little things you can do in the Last of Us. There is a lot of little secret details in the game that makes it that much more passionate.
difficult question to answer because people value different things in games and not all games are "good" for the same reasons. i think all games should present the mechanics of the game to the player in a way that's as intuitive as they possibly can, challenge the player's knowledge of those mechanics, and introduce new mechanics that complement the other mechanics and provide a unique yet familiar challenge. basically, they should be well-paced and have a good sense of progression. i think a good example of this is the portal series, which does a great job at easing you into the whole idea of the portals, and introduces new ideas like the ball switch puzzles and the whole idea of momentum, designing levels around giving the player enough space to jump through one portal and out another and maintain the momentum to cross a gap, i think that's genius, it's amazing that they managed to make such a unique and unfamiliar concept so easy to pick up.
Actual Consistent Gameplay.
Some are the exception to the rule depending on what type of game it is.
Rest comes past, inspiration and creativity is great as long as you have a great video game.
Case and Point.
[IMG]http://upload.wikimedia.org/wikipedia/en/9/9e/BRINK_(game_box_art).jpg[/IMG]
Great Ideas, Terribly Executed.
Execution is everything. You can break all the rules you will, so long as you do it well. That's all, really.
It needs to be made by me.
Keeps tears at bay.
Make sure that there's no room for excessive mood whiplashes.
(Example: From calm to sad to happy to fear and to rage does not work at all)
A crowbar, science, aliens, scientists, shotguns, rocket launchers..
Mod Development Kits.
Responsiveness and feedback are the keys to immersion, and immersion is good. Basically the player needs to feel a noticeable effect from [I]everything.[/I]
Stuff like making menu items glow slightly and a sound to confirm they've been clicked on, making explosion noises slightly muted to create the illusion of hearing damage, having units in RTS games chat like fucking birds for single action, subtly changing the music based on the player's situation, dynamic particle effects based on how effective the player's action was. Etc.
If it's easily moddable, then it needs to have a map editor/creator that doesn't suck.
Creativity, replayability and fair challenge.
[QUOTE=coldud13;44900865]If it's easily moddable, then it needs to have a map editor/creator that doesn't suck.[/QUOTE]
[img]https://developer.valvesoftware.com/w/images/3/34/Hammer_splash.png[/img]
A world that makes sense and works within it's perceived reality. Nothing sucks more than encountering a mechanic/enemy/puzzle that just doesn't fit into the universe and breaks the immersion. Instant kills with no warnings, god like enemies that make no sense, or puzzles that are poorly conveyed or have a lack of direction (ie what am i supposed to do/go) are all examples of poor consistency in the world. Major breakers of these rules seem to be sequels, usually because of either new creators or simply copy paste mentality. It is paramount to understand what makes a game mechanic work in the original in order to incorporate it into the second, otherwise you either a) make the original mechanic useless by incorporating the new mechanics in the new one or b) the opposite where the original mechanic is made too powerful and makes the new mechanic useless.
Exploding heads
[QUOTE=Magmacow358;44901237]Exploding heads[/QUOTE]
Arguably the most important aspect to any game.
lots of dlc
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