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Author Topic: What do you like to see in a game?  (Read 1674 times)

nenjin

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Re: What do you like to see in a game?
« Reply #15 on: July 09, 2010, 05:30:49 pm »

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-Do you have a preferred art style
Non cell-shaded. High concept in general. I prefer grittier, darker presentations to really high color/high contrast environments. Just gets tiring on the eyes after a while.

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-How long should the game take to play?

20 hours for the "basic" experience is usually my bench mark. Any less than that and I feel like I should be paying for a cheapy indie game.

40+ hours at least for "the entire package", secrets, different endings, upgrade schemes.

100+ hours for a MP or co-op game before I get sick of it, or for truly epic games that offer tons of ways to play. (Dwarf Fortress as an exemplar.)

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-What aspects of the game do you like to have control over

Great question.

Identities, first and foremost. Names are a must, I hate playing games with many controllable characters, but I'm forced to accept the names they are given and their personalities because they're part of some grand story. The later Final Fantasy games as an example.

Save points. I hate games where you have to commit to something from start to finish in one sitting if you want to do it. After the initial love affair with a game, if I know I have to commit many hours to just one sit down experience to get enjoyment out of it, I tend to stop playing it. Being able to pick it up and put it down when I want is very important. That's why games with "Mission" structures tend to annoy me, because you are forced to commit more and more time as the levels get tougher.

Flavor. Color options on your characters (like Alucard's cloak from SotN), settings where you can design and/or decorate them to taste, stuff like that. Anything that makes me feel like I own the choices I'm seeing in game.

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How important is challenge?

Important? This is a tough one to answer because difficulty is subjective. And there are people who don't like to be overly challenged in their video games, or there's a setting that doesn't really lend itself to being challenging.

In general....I enjoy my experience more if I know there was a decent margin for failure based on skill. I DISLIKE experiences that are so hard they are meant to be replayed dozens of times until you learn how not to fail. I DISLIKE failure as a random chance..i.e. a random monster in an RPG with instant death spells. I ENJOY challenges based on random chance, but not ones that are usually guaranteed failure.

On the other hand, I enjoy stuff less if I know the only way you can fail is gross incompetence, where your experience is almost entirely a gimmie. Assassin's Creed, Devil May Cry, a lot of 3rd person fighting games fall into this trap at times, where they get so focused on making sure you look cool beating people up and have lots of crazy combos to do....that they forget to make it challenging. I still enjoy that more than near guaranteed failure.

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Whatever you feel is important


Too broad really. I guess what I'd always caution game designers about is never assume that a single idea has enough strength to ride on its own. Take for example, "a game where you collect gear that makes your stats better and junk." That's relying on tropes which, to experienced gamers, are dead ends for entertainment. We know those systems, we've lived those systems, and there's no joy of discovery in just slotting in what has worked before. Always think about ideas as they relate to the whole game, and look for ways to connect as many aspects of game play together. Discovering those connections and teasing apart how the game works is where I get the most joy. Games where all the features are essentially modules that are dropped into a framework (FPS, 3rd person, top down, 2d, whatever) aren't dynamic or engrossing.
« Last Edit: July 09, 2010, 05:33:04 pm by nenjin »
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Soulwynd

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Re: What do you like to see in a game?
« Reply #16 on: July 09, 2010, 05:39:13 pm »

-Do you have a preferred art style
Doesn't matter.

-How long should the game take to play?
Forever.

-What aspects of the game do you like to have control over
All of them.

-How important is challenge?
Less than having fun, more than falling asleep.

-Whatever you feel is important.
Actual gameplay being fun and entertaining is more important than graphics, story, voice acting, etc etc etc. Gameplay first, the rest after.
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Farce

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Re: What do you like to see in a game?
« Reply #17 on: July 09, 2010, 06:41:46 pm »

Art style?  I don't really have any hard "I like this and don't like this" definition... I like FFT and RCR, so I guess I like it exaggerated?


Length, eh.  As long as you need it to be?  I like longer games, but I have serious gaming ADD and never finish them.  At least with a long game, I don't run out of game while I'm playing, like I did with MW2.

Games with randomly/procedurally generated content offer the best form of replay value.  I think I've heard ME2 has replay value by virtue of five other classes to try through the game?  I've never gotten that form of "replay value", where they just give you some different capabilities and send you through the same game all over again.


-What aspects of the game do you like to have control over?
Uh, I do not follow.  :(

-How important is challenge?
Very.  Stuff usually gets boring if you curbstomp everything.  Then it gets frustrating when something suddenly exists that is completely invulnerable to curbstomping, and can only be taken out by [technique I learned ages earlier but never had to use ever].

If all else fails, Nightmare mode forever.  At least then people will say you were too hardcore for them, rather than boring.  /bad advice

I'm a little ashamed to say I am completely and utterly a slave to character editors.  I've even considered playing The You Testament, just cuz' it has a character editor.  Customization of pretty much anything also increases appeal - I got UFO Afterlight cuz' I heard I could modify my dakka.

If it's to the point that it's not just cosmetic and really large-scale, like with Spore's terraforming, Banjo-Threeie's vehicles, or Kingdom Hearts 2's Gummi Ships (I hated everything else, I swear), I love it instantly.


Other procedural stuff is also awesome.  Busting up buildings in Red Faction, generating terrain and whatnot in that new game from those Uplink guys, stuff like that.  If the AI works that way, modifying patrols based on new holes, or LCS's public interest thing and stuff, that's even cooler.


Oh yeah, what ein said about crafting, too.  Crap like this is ragetastic.

nenjin

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Re: What do you like to see in a game?
« Reply #18 on: July 09, 2010, 07:24:37 pm »

Yeah, if there's anything game dev students today should be learning, it's how to work with procedural generation.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Soulwynd

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Re: What do you like to see in a game?
« Reply #19 on: July 09, 2010, 07:27:36 pm »

Yeah procedural generation is better than anything else.
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