StevenM
beep
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- Joined
- Apr 11, 2014
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Recipe for the best game.
Looking back through the most popular games, are there common elements that make them more enjoyable?
I thought just a little 'bout this. I've come up with:
- Many strategies and tactics available, but without dampening the difficulty. Problems with only one solution do not stimulate the rewards of using creativity. Makes the problem and solution more personal.
- Atmosphere. Sometimes what turns me off about a game, is a 'plain', shallow atmosphere. This would include the visual palette's being used, and the tone elements of the audio. That doesn't mean I prefer bright, colourful rainbow games. There are palettes that are better than others, which depends on a strong branding or theme of the general game.
- A game is like a song. I have played some 'bad' games, where it begins with point - shoot, then progresses with point-shoot, all the way to the end with point - shoot. It was like a bad song with the same measure repeating unchanging to the very end. With super-mario, there would be an intro, verse(s), chorus, and a conclusion. Level 1, 2, 3, castle. 4, 5, 6, big boss. Or in earlier final fantasies, there were 'periods'. Story period, fighting period, stocking up equipment and building abilities period, boss periods. A teasing pattern, with dynamic tempos, full and then thin, melodic with disharmony, all put together with professional artistry.
You people usually come up with better things. What is a generic 'recipe' for a good game?
Looking back through the most popular games, are there common elements that make them more enjoyable?
I thought just a little 'bout this. I've come up with:
- Many strategies and tactics available, but without dampening the difficulty. Problems with only one solution do not stimulate the rewards of using creativity. Makes the problem and solution more personal.
- Atmosphere. Sometimes what turns me off about a game, is a 'plain', shallow atmosphere. This would include the visual palette's being used, and the tone elements of the audio. That doesn't mean I prefer bright, colourful rainbow games. There are palettes that are better than others, which depends on a strong branding or theme of the general game.
- A game is like a song. I have played some 'bad' games, where it begins with point - shoot, then progresses with point-shoot, all the way to the end with point - shoot. It was like a bad song with the same measure repeating unchanging to the very end. With super-mario, there would be an intro, verse(s), chorus, and a conclusion. Level 1, 2, 3, castle. 4, 5, 6, big boss. Or in earlier final fantasies, there were 'periods'. Story period, fighting period, stocking up equipment and building abilities period, boss periods. A teasing pattern, with dynamic tempos, full and then thin, melodic with disharmony, all put together with professional artistry.
You people usually come up with better things. What is a generic 'recipe' for a good game?