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My priorities:
1. Gameplay. A bit intangible, but games need to first be fun as games, which usually requires a bit of originality in the game design department.
2. Writing/Art Design. I really appreciate games that try to do something artistically, either by displaying a unique visual look or through great storylines.
3. Length. This differs depending on what console its on, but the length of a game goes into how good it is very often. Heavenly Sword was too short, Portal was just right, Mercenaries 2 was too long.
Things like graphics and sound are just icing, I don't actually worry about them when I'm thinking "how good is this game?".
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2. Gameplay should be perfect e.g if controls for a racing car game cant be tweaked and are too restrictive it becomes boring within a few ours (personal opinion). The same can be said about strategy games.
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pescina
The story and the world can also make a really good game great, but they can't make a bad game good. The same is also true for the graphics and sound.
Source(s):
Personal experience and way too much reading of video game magazines.
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It should have intuitive controls. If you have to read a manual to figure out how to do anything then there is a problem.
It should provide a challenges that do not have to be solved in a specific way. Too often beating games these days depend on learning one specific tactic that is then repeated over and over and over to kill a boss. That tactic may be fine but there should be other ways as well that may be less effective but why do I have to wait until the boss is tired for my hit on his big eye to do damage. I would think a hit on the eye when he is moving around would hurt too.
And mostly I think it needs to have replayablilty. If after I beat it I dont want to jump back in and play it over I dont think it was a great game.
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Easy to learn, a lifetime to master. Controls should be learnt naturally in the opening scenes of the game. The game should get increasingly difficult, building on what has been learnt in previous levels.
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2. Cut-scenes should serve to entertain and n ot drag on endlessly.
3. Edge-of-your-seat gameplay + thrills beats graphics any day. Ask the Wii people (they're over there, the ones sitting on top of all of that money) if you think otherwise.
4. Invest in a good music track/soundtrack that ties in well with the game's theme.
5. Stand out from the pack. I can tell you how quickly I've pressed "exit" when I sense that the game is a lame rip-off that doesn't offer anything new.
6. The load-from-where-you-last-left-off as soon as you start the game should be painless as possible. No cumbersome menu navigation please!
7. Surprising enemy AI (I can't believe they knew that!) makes the game a keeper.
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2. It has to be unique in some way, not just a re-hash of something old.
3.Push the technical boundaries of the time.
4. A good storyline, though its not always vital, some great games (like tetris) have no story at all but are still awesome.
5. It has to be smart at what it does, eg in most games this means intelligent AI.
6. Easy to play, maybe not easy to learn how to play, but eventually playing should be second nature.
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Multiplayer:
For me personally, a good game has a quick respawn time in multiplayer, and involves strategy. I love for instance the Guardian and Horde modes of Gears of War 2 because of this.
Story: No game should ever forget to include a good, solid single player campaign, with optional coop.
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a). A well designed sense of challenge vs reward. Final Fantasy VII had this unique quality for me. I got my butt kicked by the Ruby Weapon the first time I fought it. After strategizing a bit, and really putting my mind to it, I came out on top. Fallout 3 has this quality for me as well.
http://www.youtube.com/watch?v=JZsCe_ch7j0
b). Chicks with guns
http://www.x-power.be/_gallery/Devil%20May%20Cry%204/tgs-devil-may-cry-4-02.jpg
c). But seriously. An engaging narrative/theme, not necessarily a "great story." That quality can get overstated for me. Consider the story in Castle Crashers: save the princess. If there's only 2 distinct stories in video games, "save the princess" or "kill the aliens," good video games to me engage one of the two narratives in a unique way. The story itself doesn't have to be overly elaborate for me.
http://www.youtube.com/watch?v=w_fFjZRwz1E
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For a few examples games where the tension is what makes the game, see:
Robotron 2084 - Pure twitch. Once you get past the first few levels, the game is a mad dash to save the humans while having nearly constant run-ins with the bad guys.
http://en.wikipedia.org/wiki/Robotron_2084
Geometry Wars
A modern variant of Robotron, really. It's a lot flashier, and the game plays somewhat differently given the significantly greater variety of enemies, but the bottom line is that it's a game which continually ramps tension levels up.
http://en.wikipedia.org/wiki/Geometry_Wars
Fighting games thrive on tension:
Street Fighter 3
http://en.wikipedia.org/wiki/Street_Fighter_III
Super Smash Brothers
http://en.wikipedia.org/wiki/Super_Smash_Bros._Brawl
Both of these games offer very intense one on one combat, and surprising levels of depth. While SFIII is easily the more complicated of the two (And there are more complex fighting games out there too), the Smash Brothers series has an amazing emphasis on being easy to pick up, there are two attack buttons and one block button, and the most complicated special move consists of pressing a direction and a button at the same time. Just about anyone can pick up a controller and start wailing away after ten seconds.
Eve online - In WoW, you die, and you get your stuff, and lose some gold to keep it repaired. In Eve, you're out in 0.0 space (Full PvP, anyone can attack anyone), hauling something very valuable for your corporation. Suddenly, some pirates (Players, not NPCs) jump you. You want tension? Your ship isn't the only thing on the line, you're transporting three weeks worth of your corporation's work, and if it is blown up, the insurance will only cover the ship, which is the cheap part of the deal. Your heart will pound like it has never pounded before while playing an otherwise sterile game with nothing remotely scary on the screen.
http://en.wikipedia.org/wiki/EVE_Online
Left 4 Dead - Here's a new game. Zombies are all over the place, there's you and three of your friends, it's quiet, dark, and hordes of zombies will suddenly come out, but nobody knows from where. A very intense game that is as good as it is through being so tense.
http://en.wikipedia.org/wiki/Left_4_Dead
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Answered Question
M$1
December 17, 2008 02:33 PM
What Makes a Video Game Good?
What Makes a Video Game Good? What makes it rise above other games in it's genre...
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Best Answer Chosen by Asker
| December 17, 2008 02:51 PM |
1. Gameplay. A bit intangible, but games need to first be fun as games, which usually requires a bit of originality in the game design department.
2. Writing/Art Design. I really appreciate games that try to do something artistically, either by displaying a unique visual look or through great storylines.
3. Length. This differs depending on what console its on, but the length of a game goes into how good it is very often. Heavenly Sword was too short, Portal was just right, Mercenaries 2 was too long.
Things like graphics and sound are just icing, I don't actually worry about them when I'm thinking "how good is this game?".
| Asker's Rating: |
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Other Answers (15)
December 17, 2008 02:43 PM
1. A good story line. You could have the best Graphics ever but if the story is predictible and lousy I doubt it would be a hit. 2. Gameplay should be perfect e.g if controls for a racing car game cant be tweaked and are too restrictive it becomes boring within a few ours (personal opinion). The same can be said about strategy games.
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pescina
December 17, 2008 02:58 PM
Like Tetris or Mahalo Answers. I just woke up and logged in.
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December 17, 2008 02:53 PM
The best video games are the ones that are constantly at the edge of difficulty. You have to learn, to adapt, to struggle, but you can get better and are rewarded for doing so. The story and the world can also make a really good game great, but they can't make a bad game good. The same is also true for the graphics and sound.
Source(s):
Personal experience and way too much reading of video game magazines.
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December 17, 2008 02:55 PM
I go for gameplay. Meaning how the story line connects throughout the entire story. If it has insane graphics, but the gameplay is mediocre, I would much rather be playing Super Mario Bros. than some of the new games. I think GTA is a great example of this. It has pretty decent graphics, but it's gameplay is absolutely incredible. The freedom you have to do whatever you want to do. I always catch myself spending 30-60 minutes just driving around trying stunt jumps or running away from the cops. Any game that can get me that distracted from the main storyline, is a winner in my book.
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December 17, 2008 03:16 PM
It should be easy to get into. Nothing I hate more than having to sit through 15-30 minutes of footage and tutorials before I can start playing a game. A little bit can be acceptable but if i do not feel like I am playing in the first 10 minutes I usually stop playing. It should have intuitive controls. If you have to read a manual to figure out how to do anything then there is a problem.
It should provide a challenges that do not have to be solved in a specific way. Too often beating games these days depend on learning one specific tactic that is then repeated over and over and over to kill a boss. That tactic may be fine but there should be other ways as well that may be less effective but why do I have to wait until the boss is tired for my hit on his big eye to do damage. I would think a hit on the eye when he is moving around would hurt too.
And mostly I think it needs to have replayablilty. If after I beat it I dont want to jump back in and play it over I dont think it was a great game.
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December 17, 2008 03:19 PM
At the heart of a good video game is a great story line. Easy to learn, a lifetime to master. Controls should be learnt naturally in the opening scenes of the game. The game should get increasingly difficult, building on what has been learnt in previous levels.
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December 17, 2008 03:41 PM
1. Near zero learning curve. The in-game tutorials (if any) should appear in installments and not all at once. 2. Cut-scenes should serve to entertain and n ot drag on endlessly.
3. Edge-of-your-seat gameplay + thrills beats graphics any day. Ask the Wii people (they're over there, the ones sitting on top of all of that money) if you think otherwise.
4. Invest in a good music track/soundtrack that ties in well with the game's theme.
5. Stand out from the pack. I can tell you how quickly I've pressed "exit" when I sense that the game is a lame rip-off that doesn't offer anything new.
6. The load-from-where-you-last-left-off as soon as you start the game should be painless as possible. No cumbersome menu navigation please!
7. Surprising enemy AI (I can't believe they knew that!) makes the game a keeper.
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December 17, 2008 04:08 PM
1. The game has to be able to keep you occupied for hours without you noticing, it shouldnt be a chore to play. 2. It has to be unique in some way, not just a re-hash of something old.
3.Push the technical boundaries of the time.
4. A good storyline, though its not always vital, some great games (like tetris) have no story at all but are still awesome.
5. It has to be smart at what it does, eg in most games this means intelligent AI.
6. Easy to play, maybe not easy to learn how to play, but eventually playing should be second nature.
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December 17, 2008 10:22 PM
Replayability: A good game is fun the 15th time through. Multiplayer:
For me personally, a good game has a quick respawn time in multiplayer, and involves strategy. I love for instance the Guardian and Horde modes of Gears of War 2 because of this.
Story: No game should ever forget to include a good, solid single player campaign, with optional coop.
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December 18, 2008 02:33 AM
I think it boils down to: a). A well designed sense of challenge vs reward. Final Fantasy VII had this unique quality for me. I got my butt kicked by the Ruby Weapon the first time I fought it. After strategizing a bit, and really putting my mind to it, I came out on top. Fallout 3 has this quality for me as well.
http://www.youtube.com/watch?v=JZsCe_ch7j0
b). Chicks with guns
http://www.x-power.be/_gallery/Devil%20May%20Cry%204/tgs-devil-may-cry-4-02.jpg
c). But seriously. An engaging narrative/theme, not necessarily a "great story." That quality can get overstated for me. Consider the story in Castle Crashers: save the princess. If there's only 2 distinct stories in video games, "save the princess" or "kill the aliens," good video games to me engage one of the two narratives in a unique way. The story itself doesn't have to be overly elaborate for me.
http://www.youtube.com/watch?v=w_fFjZRwz1E
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December 18, 2008 10:10 AM
I'm surprised to have not seen tension mentioned yet. Not all games need to be tense, but a lot of the best ones do it very well. It can be twitchy tense, or the feeling of slowly impending doom unless you act correctly, or anything in between. Even a slow turn based game can have a lot of tension. Layers of depth - the game shouldn't be too difficult to pick up, no matter how complicated it is at its core, but it should give an advantage to the better player. For a few examples games where the tension is what makes the game, see:
Robotron 2084 - Pure twitch. Once you get past the first few levels, the game is a mad dash to save the humans while having nearly constant run-ins with the bad guys.
http://en.wikipedia.org/wiki/Robotron_2084
Geometry Wars
A modern variant of Robotron, really. It's a lot flashier, and the game plays somewhat differently given the significantly greater variety of enemies, but the bottom line is that it's a game which continually ramps tension levels up.
http://en.wikipedia.org/wiki/Geometry_Wars
Fighting games thrive on tension:
Street Fighter 3
http://en.wikipedia.org/wiki/Street_Fighter_III
Super Smash Brothers
http://en.wikipedia.org/wiki/Super_Smash_Bros._Brawl
Both of these games offer very intense one on one combat, and surprising levels of depth. While SFIII is easily the more complicated of the two (And there are more complex fighting games out there too), the Smash Brothers series has an amazing emphasis on being easy to pick up, there are two attack buttons and one block button, and the most complicated special move consists of pressing a direction and a button at the same time. Just about anyone can pick up a controller and start wailing away after ten seconds.
Eve online - In WoW, you die, and you get your stuff, and lose some gold to keep it repaired. In Eve, you're out in 0.0 space (Full PvP, anyone can attack anyone), hauling something very valuable for your corporation. Suddenly, some pirates (Players, not NPCs) jump you. You want tension? Your ship isn't the only thing on the line, you're transporting three weeks worth of your corporation's work, and if it is blown up, the insurance will only cover the ship, which is the cheap part of the deal. Your heart will pound like it has never pounded before while playing an otherwise sterile game with nothing remotely scary on the screen.
http://en.wikipedia.org/wiki/EVE_Online
Left 4 Dead - Here's a new game. Zombies are all over the place, there's you and three of your friends, it's quiet, dark, and hordes of zombies will suddenly come out, but nobody knows from where. A very intense game that is as good as it is through being so tense.
http://en.wikipedia.org/wiki/Left_4_Dead
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December 18, 2008 10:10 AM
Apparently hit size limit...
A good story line helps, but, in all seriousness, all but the best game story lines (See Planescape: Torment) tend to come off as pure cheese to me. Some good games can be serious (Deus Ex, Uplink), some might choose to look at a serious topic in a somewhat less serious light (Fallout as a whole is simply an interesting dichotomy), light hearted and whimsical (Mario), downright strange (Rez) - not all of these games have great stories, but they do have something in common - they work well with themselves. It's silly to sit down in front of a game that would be best as somewhat lighthearted, and have it come across as humorless and drab. That can ruin a game.
Rewards for getting better - MMOs have perfected rewards, but have largely replaced skill with time. Not that they don't take skill, but the primary investment in them is time. Some people like this. I don't mind some time investment, but I prefer my games to offer more direct rewards. In World of Warcraft, you run through the single player and small group content to get better equipment so that you can participate in the bigger raids, and the circle continues.
DDR, and on a higher level, In the Groove, exemplify rewards for improving your skills. The game is almost pure physical skill and stamina. You can see your progress. There are no tricks, no cheats, just you and the game. You can compete against yourself to break your best record, or you can compete with other people to see who's better. The former is of course far more rewarding in my opinion. But in the end, when you beat that song that you had never passed before, after a very strenuous effort, there's not really a better feeling in all of gaming. Of course, you look like a flailing weirdo when you're doing it.
http://www.youtube.com/watch?v=NHAD9aba80o
Guitar Hero of course fits in to this category as well.
There are some other aspects that can be found in the best games, and obviously different peoples' preferences will vary, but I think I hit on a couple of the more important ones.
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A good story line helps, but, in all seriousness, all but the best game story lines (See Planescape: Torment) tend to come off as pure cheese to me. Some good games can be serious (Deus Ex, Uplink), some might choose to look at a serious topic in a somewhat less serious light (Fallout as a whole is simply an interesting dichotomy), light hearted and whimsical (Mario), downright strange (Rez) - not all of these games have great stories, but they do have something in common - they work well with themselves. It's silly to sit down in front of a game that would be best as somewhat lighthearted, and have it come across as humorless and drab. That can ruin a game.
Rewards for getting better - MMOs have perfected rewards, but have largely replaced skill with time. Not that they don't take skill, but the primary investment in them is time. Some people like this. I don't mind some time investment, but I prefer my games to offer more direct rewards. In World of Warcraft, you run through the single player and small group content to get better equipment so that you can participate in the bigger raids, and the circle continues.
DDR, and on a higher level, In the Groove, exemplify rewards for improving your skills. The game is almost pure physical skill and stamina. You can see your progress. There are no tricks, no cheats, just you and the game. You can compete against yourself to break your best record, or you can compete with other people to see who's better. The former is of course far more rewarding in my opinion. But in the end, when you beat that song that you had never passed before, after a very strenuous effort, there's not really a better feeling in all of gaming. Of course, you look like a flailing weirdo when you're doing it.
http://www.youtube.com/watch?v=NHAD9aba80o
Guitar Hero of course fits in to this category as well.
There are some other aspects that can be found in the best games, and obviously different peoples' preferences will vary, but I think I hit on a couple of the more important ones.
December 18, 2008 06:53 PM
Oops. Forgot to go in to immersion.
Some, not all, of the best games immerse you in their environment so much that it can add to the experience.
System Shock 2, a classic shooter/RPG/horror game is one example of this. It's a very ugly game, but when you're wandering around in that sterile environment, it just doesn't matter due to the atmosphere. You pick up the journals of people that are presumably now dead, a creepy computer voice eggs you on, and in this sterile atmosphere are things that seem a lot more scary than they should be (Psychic monkeys?). It was also a very difficult game, with very scarce resources, and weapons that degraded very quickly, so it made for a very tense experience, too.
http://en.wikipedia.org/wiki/System_Shock_2
Uplink is a small game by any standard where you play a hacker. It's easy enough to pick up - there's one quick tutorial mission, and you're up to figure the rest out yourself, but it's not like real "hacking". You have a computer, and buy hardware and software for it, and then run your software as you're trying to hack, say, the bank's computer to change their record of someone, for a reward in credits that will earn you more software or hardware, which will enable you to take on tougher missions. But if you don't cover your tracks, they'll catch on to you more quickly the next time around.
It's a very simple concept, but the total environment of the game, style of the presentation (The whole thing is treated like a computer interface - no fancy graphics), and the means at which you advance yourself adds immensely to the immersion factor in the game.
Another thing is that you can't control the game saves, which you see in some games as a means of forcing tension. If you screw up and lose, it's back to square one for you. It's simple enough to copy the file if you really want to "save" the game, but it's against the spirit of the game to do that.
http://www.introversion.co.uk/uplink/
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Some, not all, of the best games immerse you in their environment so much that it can add to the experience.
System Shock 2, a classic shooter/RPG/horror game is one example of this. It's a very ugly game, but when you're wandering around in that sterile environment, it just doesn't matter due to the atmosphere. You pick up the journals of people that are presumably now dead, a creepy computer voice eggs you on, and in this sterile atmosphere are things that seem a lot more scary than they should be (Psychic monkeys?). It was also a very difficult game, with very scarce resources, and weapons that degraded very quickly, so it made for a very tense experience, too.
http://en.wikipedia.org/wiki/System_Shock_2
Uplink is a small game by any standard where you play a hacker. It's easy enough to pick up - there's one quick tutorial mission, and you're up to figure the rest out yourself, but it's not like real "hacking". You have a computer, and buy hardware and software for it, and then run your software as you're trying to hack, say, the bank's computer to change their record of someone, for a reward in credits that will earn you more software or hardware, which will enable you to take on tougher missions. But if you don't cover your tracks, they'll catch on to you more quickly the next time around.
It's a very simple concept, but the total environment of the game, style of the presentation (The whole thing is treated like a computer interface - no fancy graphics), and the means at which you advance yourself adds immensely to the immersion factor in the game.
Another thing is that you can't control the game saves, which you see in some games as a means of forcing tension. If you screw up and lose, it's back to square one for you. It's simple enough to copy the file if you really want to "save" the game, but it's against the spirit of the game to do that.
http://www.introversion.co.uk/uplink/
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