Sunday, September 11, 2016
Bomboy - What Makes a Good Video Game?
Before I started coming up with ideas of video games and creating some, I thought I should do some research on what makes a good video game in the first place. Good games have all aspects at the same level of quality or polish; if even one aspect isn't as great, the entire experience is let down and the game stinks. So, after reading multiple articles and thinking about my personal favorite games, I came up with a list of the key elements games should have in order to be enjoyable.
Responsive Controls
So many games get controls wrong, whether they are frustrating or don't work well. It's essential that they're right because controls are half the fun. If the controls aren't fun, then players can end up frustrated or, worse, bored. So, in order to guarantee fun controls you "Find the Toy." This phrase refers to setting up an action and reaction that makes the player feel powerful. For example, cutting the rope in CutTheRope is a toy and so is flinging a bird with a catapult in Angry Birds. Games with toys are fun to play and they include tilt, touch and swipe, motion controls, pushing buttons, and so much more. Once you have a cool toy, design a game around it; build some levels that explore the limit of the toy and find out what is fun. In all, the player should feel in control of the game. The moment the game feels too hard to play due to the controls, it stops being fun. Also, the game should follow the usual conventions established in a genre. Changing something players expect to be able to do is not creative, it's annoying.
Solid Concept
What is the player doing, where are they doing it, how and why are they doing it? Game concepts are usually inspired by the chosen controls and then a strong concept makes it easy to flesh out the game. Gameplay, level design, art style, music, story, characters - all will be easy to accomplish if the concept is strong. So what makes a strong concept? Well, simplicity, while hard to achieve, is essential to communicating the idea to the gamers. You risk losing people's interest. However, while simplicity is good to initially hook the player, the game also has to have depth or layers that a player can slowly discover as they go through the game. One rule though: DON'T add inconsistencies!! Lastly, make the game clever. Put something in there a hardcore gamer may not expect but make it good. If you're not excited about making the game yet... you should go back and redo it.
Learning Curve
First select your target audience. A good game is accessible for newcomers, while also supporting and rewarding those with great skill with a challenge right away. Also, notice how most games these days don't have instructions? That's because the levels are designed to teach. Another VERY important point that I've read in many articles and learned at USC is that a game is only fun when the player is learning. If the player stops learning in the game, it can become repetitive, easy, and boring. A good game always gives the player an opportunity to learn something new. The trick is to have a stepped challenge curve that tracks closely to the learning curve; this way, the player is always learning but there are also pauses where the player can feel powerful with their knowledge. Scoring a player also provides them with incentive, so a player should know how to win, but there should also be punishment when they fail (this can be as simple as sending them back to the beginning of a level).
Positive and Negative Feedback
Feedback is any event or action that is a direct result of a player's performance or interaction, and it is essential for heightening the experience. This can include, say, firework animations and noises after winning or maybe a horribly abrasive sound when the player dies. Small rewards and punishments makes the player want to jump back into the game to either get that small satisfaction or correct their mistake.
UI
Four things: fast animation, short loading times, instant restart, and skippable cut scenes. Everything should flow and not interrupt the experience the player is having. Period. If any of these things are ignored, it feels extremely punishing.
Visual and Audio Style
This should (sadly for artists like me) be the least important element out of everything, simply because graphics aren't as important as they used to be. That being said, they still have to be good, or the game will suffer. As said above, if you have a great concept, this shouldn't be too difficult. Concept, gameplay, and art style all have to be pointing in the same direction to make the game cohesive. Decide on an art style that can be produced at a high standard very quickly (aka 2D games). Also tip number one: make the core aspects of the gameplay look and sound great first, and then move outward. Tip two: get great music. It can elevate a good game into great territory. Repetitive music can be irritating.
One Step Further
Even if all the steps above are achieved, the game can still go further, and it comes down to innovation and flair. Look at the play aspects of the game and make sure it's innovative; whether it's in the controls, the concept, or the journey the player is being taken on. Also look at what the game is doing presentation-wise and ensure those aspects are being done with artistic flair.
Now that I basically have a checklist to run through, creating a game seems way easier to accomplish. Time to get writing.
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