Qualities Of A Good Videogame

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What are they, in your opinion?

Tom (Groke), Tuesday, 19 August 2003 08:06 (twenty-two years ago)

Playability. If a game is too difficult, then I lose interest quite quickly.

Pinkpanther (Pinkpanther), Tuesday, 19 August 2003 08:11 (twenty-two years ago)

The best videogames are those that are cheerful. Regardless of gameplay, if a game is too sombre or takes itself too seriously, it's no fun!

gobemouche, Tuesday, 19 August 2003 08:17 (twenty-two years ago)

Must be about football or else Metroid.

Nick Southall (Nick Southall), Tuesday, 19 August 2003 08:20 (twenty-two years ago)

definitely, at least thats a quality of alot of good video games and definitely now i've so little time i only play the pick up and play ones.

If I get stuck in longer games I just say ah well I've played enough and the buzz is over, like the Getaway or GTA3. I think games should be easy, Unreal Tournament on the PC was extremely easy but also long, and it was pretty violent too. I think there is something to be said for violence in games, it is a good escape. I'm not a nut or anything.

The most important quality is that they are good for more than one person, 2 player or 4 player or 8 or 16 player games are amazing, I am quite a big fan of football games like this, because you can have a great rivalry going with friends or whatever. Nothing like a few drinks and a game of Pro Evo 2.

Ronan (Ronan), Tuesday, 19 August 2003 08:23 (twenty-two years ago)

A sense of progress, really. Remember all video games come down to what is essentially a shitload of numbers. Too many games actually feel like that, it's like you're playing a spreadsheet. Sure, I change this value and something else changes elsewhere, but why should I want to continue.

The best way to look at how to make a video game is to compare Championship Manager with any other management game of the past ten years. What the former has that the latter doesn't = what makes a good game.

Dom Passantino (Dom Passantino), Tuesday, 19 August 2003 08:39 (twenty-two years ago)

a big cabinet

an uzi

http://images.google.com/images?q=tbn:SOkHB1zndO0C:www.robpatton.com/pics/arcade/opwolf.gif

james (james), Tuesday, 19 August 2003 08:40 (twenty-two years ago)

Oh, and Hall and Oates on the soundtrack.

Dom Passantino (Dom Passantino), Tuesday, 19 August 2003 08:40 (twenty-two years ago)

James is firghteningly OTM there. Uzis and cabinets are definitely a goer.

Nick Southall (Nick Southall), Tuesday, 19 August 2003 08:49 (twenty-two years ago)

The very important critic Steven Poole should have written extensively about them.

the pinefox, Tuesday, 19 August 2003 10:35 (twenty-two years ago)

It has to have a part where you get to throw trashcans at fratboys and hit them with chains.

Millar (Millar), Tuesday, 19 August 2003 10:35 (twenty-two years ago)

in the 16-bit era i actually equated good quality videogame to the following criteria:

1) well balanced sense of inertia in character movement (the inertia on Mario and Sonic was not actually that different - example: you had to time your jumps and directions with precision and steer them around in mid-air a lot - it was part frustrating part joyful but a very good balance overall). similar character inertia in Rainbow Islands made it such a classic platform game. it was also spot-in in two of my favourite amiga series - the Turrican and Sensible Soccer games

2) must combine MUSIC with sound effects simultaneously. sounds ridiculous now but a lot of Amiga games failed to do this and suffered from lack of atmosphere as a result.

of course there are other criteria such as 'sense of progress or indeed, ascension', 'variation in levels', 'recurring elements/subtle touches you don't notice first time i.e. attention to detail even where not needed', 'broad range of things to do i.e. weapons to use, movements to make' and the character must be likeable and allow you to form some sort of emotional connection to them (if you're controlling a spaceship you can pretend you're flying the ship, if you're Mario - well he's cute so you can't not love him etc.)

stevem (blueski), Tuesday, 19 August 2003 10:53 (twenty-two years ago)

(Stevem - your point 1 is absolute perceptive genius.)

David. (Cozen), Tuesday, 19 August 2003 10:55 (twenty-two years ago)

http://www.mjwilson.demon.co.uk/crash/logos/smash.gif

robster (robster), Tuesday, 19 August 2003 11:29 (twenty-two years ago)

thanks David, i just wish i wasn't so bloody out of touch with games now

stevem (blueski), Tuesday, 19 August 2003 11:42 (twenty-two years ago)

what it comes down to is how much control you have over your character - usually the more freedom of movement you had the better, esp. in tight controlled environments e.g. 2D platform games. i've never found 3D first-person games as fun as 2D or better yet isometric/topdown games (think SWOS, Speedball, Chaos Engine, Gauntlet) because for me i think in the first-person you're more vulnerable whereas with the latter you don't have the same emotional attachment but you do feel more like you are controlling the character, like a God - it's a strange control dynamic that appeals to me. i guess i'd rather be the President than a trooper in the firing line :)

stevem (blueski), Tuesday, 19 August 2003 11:46 (twenty-two years ago)

It must involve some variation of the spell-casting concept.

Dan Perry (Dan Perry), Tuesday, 19 August 2003 11:47 (twenty-two years ago)

this is apparent even in modern racing and football games - i'll choose to play from the furthest remotest view possible i.e. looking down on the car or the players from above, rather than the 'cockpit' view or first-person view. this is more to do with preference rather than what makes the game good, but its really shaped my enjoyment of games and my view on what makes them good over the years.

stevem (blueski), Tuesday, 19 August 2003 11:48 (twenty-two years ago)

Stevem OTM - Ease of control is a big factor in how much I like a game. I get really easily frustrated with game where I feel like I have no control over what's going on, no matter how cool it is. Which is why I haven't been playing Resident Evil 2 very much.

NA (Nick A.), Tuesday, 19 August 2003 11:50 (twenty-two years ago)

You nailed something I think that is as important as 'lastability', 'playability', 'graphics' &c. - the 'weight' of the characters is so important, they can't be too light or jumpy because then all the movements are irrational and annoying but if they're unbearably heavy then they become leaden and the correlation between expectation and what's actually happening is so divergent. One of the genius inventions (and realisations) of Miyamoto (I presume) was that you could play around with this but it only really works if you let the player know you're playing with it (ie expectation and actuality are still convergent) - so the Iron Boots in Zelda, the water levels in Mario, the space levels in Mario 2 GB &c. all work (work brilliantly) because of this rule (& other things ie gravity and weight are fun to play with and introduce new factors into the game, new timing of jumps &c.)

One of the reasons FIFA has never worked and this started way back on the Mega-Drive is that they haven't managed to configure the players' inertia properly. On the MD their movements were too viscous (& they constantly sprung back a millimetre when they received the ball). That is why Sensible Soccer, perhaps, still reigns supreme because they had the perfect pitch of speed, pinball-ness, and gravity.

It's really important. For certain types of games. (Tennis games are another one, but that's enough for now or I'll start going into the relative fixities of Super Tennis players vis-a-vis Smash Tennis players.)

David. (Cozen), Tuesday, 19 August 2003 11:51 (twenty-two years ago)

Precision in control is extremely important & joyous to behold and play (Metal Gear Solid) but obviously not crucial or fundamental as sometimes crudeness can prevail (Sensible Soccer).

David. (Cozen), Tuesday, 19 August 2003 11:52 (twenty-two years ago)

thats why i preferred Tekken 2/3 to Street Fighter 2/3 - heresy to beat em up lovers i know, but SF's characters inertia response and weight always felt quite weak to me - and you were restricted area-wise too. there was more freedom in Tekken's sub 3-D environ, and it just felt more weighty - inertia generally excellent and approaching realism but retaining some 'cartoonish' aspect as needed.

i agree about FIFA - they could never quite get the inertia right - it's not too bad tho - FIFA's bigger problems were poor learning curve, restricted game options, badly programmed tournament fixture system (they didn't follow the rules of real tournaments properly i.e. not meeting a team you played in qualifying group again until the semi-final or final) and a bit too complex generally.

why don't they do a sprite-based football sim today? it could be awesome!

stevem (blueski), Tuesday, 19 August 2003 12:14 (twenty-two years ago)

all the points mentioned, plus:

for the games i play, i like a good narrative built into the game, and, for 3rd-person-type games, ability to identify with your character. the bit in the Tomb Raider piece about players feeling a loss when Laura dies is spot on.

i dunno -- it's a mix of characteristics that are a new jumble with each game.

Kingfish (Kingfish), Tuesday, 19 August 2003 12:23 (twenty-two years ago)

Increasingly, the thing I loook for in games (the usual suspects, Zelda, Sly Raccoon) is that I enjoy playing them, and the reward for a hard bit is to get to play more of it. Contrast with, for example, the spreadsheet gameplay & hooks of eye candy of the Final Fantasy series. Possibly a counter-example to Dom's first point: the FF games had progession out the wazoo, but that didn't make you feel any less dead inside.

For completist nuts like me, though, it is important that the game ends, that there's always some sort of thermometer moving across from just started to finished.

I disagree with pretty much everything Ronan's wrote, but I don't imagine either of us are very surprised by this.

Andrew Farrell (afarrell), Tuesday, 19 August 2003 12:51 (twenty-two years ago)

I like easy videogames - no, actually, I like videogames with variable difficulty levels. I fail to see why I should be denied the aesthetic beauty of seeing a good videogame unfold just because I'm not very good at it. But obviously better players than me want games set more to their level of difficulty.

I also think - mostly about narrative-based games - that if there's something you can't do there should always be several other things you can be getting on with. This is why I really dislike boss levels.

Tom (Groke), Tuesday, 19 August 2003 13:02 (twenty-two years ago)

the multiplayer aspect is by no means essential - but there always were a lot of games that were twice the fun by playing against another human rather than the computer.

the most fun multiplayer game experiences i had were:

Dyna Blaster / Bomberman - up to FIVE players! using just two joysticks and a keyboard - absolute mentalism. hopefully some of you know what i'm talking about. on TV once they had all 5 of take That playing this game on that Gamesmaster show - and it really was great to watch.

Super Mario Kart was also enormous fun playing with friends (4 player madness) on the SNES

remember the 4-player Ninja Turtles and Simpsons arcade games? both practically identical in every way other than aesthetics, but pretty classic...and a good example of teaming up with friends rather than trying to beat the crap out of them

Daytona USA - 8-player version - my favourite arcade racer ever. even tho it was just driving around in a loop for 3 minutes trying to cut each other up. landmark graphics too (along with Ridge Racer).

stevem (blueski), Tuesday, 19 August 2003 13:12 (twenty-two years ago)

At least one of the buttons on the controller should make your character fart.

(see: Oddworld)

nickalicious (nickalicious), Tuesday, 19 August 2003 13:14 (twenty-two years ago)

I fail to see why I should be denied the aesthetic beauty of seeing a good videogame unfold just because I'm not very good at it

ha ha, it is frustrating - but this is like saying 'i fail to see why i shouldn't get a promotion, just because i'm not very good at my job' isn't it?

stevem (blueski), Tuesday, 19 August 2003 13:14 (twenty-two years ago)

The quality of a video game is inversely proportional to how long it takes, after starting the game, to find a CRATE!!!!!

donut bitch (donut), Tuesday, 19 August 2003 13:15 (twenty-two years ago)

Old Man Murray to thread, btw

donut bitch (donut), Tuesday, 19 August 2003 13:16 (twenty-two years ago)

Best multiplayer experience: hunt on PDP-11 unix. a terminal based game consisting of players (<>V^ depending on which way you were facing) running around a maze (of | and -) trying to kill each other. Everything else has been a vain attempt to recapture that buzz.

xpost: but if you've already paid for your promotion?

Andrew Farrell (afarrell), Tuesday, 19 August 2003 13:17 (twenty-two years ago)

Best role-playing game ever = "Planescape: Torment" for its flexible dialogue trees, kick-ass backstory, hilarious character interaction, and sheer kick-assedness of spells.

Dan Perry (Dan Perry), Tuesday, 19 August 2003 13:21 (twenty-two years ago)

No stevem it's like saying it's only worth playing football if you're good enough to have been a pro!

Tom (Groke), Tuesday, 19 August 2003 13:22 (twenty-two years ago)

Blood, mohawks, grunting, big suprises, gratuitous nudity and rampant, unrelenting violence.

Alex in NYC (vassifer), Tuesday, 19 August 2003 13:23 (twenty-two years ago)

Robster is OTM

Lloyd Managram, Tuesday, 19 August 2003 13:25 (twenty-two years ago)

Dan OTM.

Andrew Farrell (afarrell), Tuesday, 19 August 2003 13:26 (twenty-two years ago)

oi Dan do you rate planescape over baldur's gate?

this is the last thing I need, but eh (gcannon), Tuesday, 19 August 2003 13:28 (twenty-two years ago)

that sony has Nothing to do with it.

Christian Vasbotn Braaten (Christian Vasbotn Braaten), Tuesday, 19 August 2003 13:34 (twenty-two years ago)

The combined "Baldur's Gate" series wins as there's just more gaming goodness when you combine the two games plus expansion packs, but as far as single games go "Planescape: Torment" is the clear winner as it's got the most flexible character-levelling system (at least pre-"Neverwinter Nights") and the scripting is pretty much flawless. The end stages of the game when things start becoming clear is just MIND-BLOWING.

Dan Perry (Dan Perry), Tuesday, 19 August 2003 13:41 (twenty-two years ago)

(I have Halo Beta 2 PC.)

donut bitch (donut), Tuesday, 19 August 2003 13:47 (twenty-two years ago)

OOOOH LAH DI DAH MR GAME PROGAMMER.

(...Can you sign me up as a beta tester?)

Dan Perry (Dan Perry), Tuesday, 19 August 2003 13:49 (twenty-two years ago)

MAAAAAAYBE MR. ALL CAPS FLAMBuOYANT SARCASTIC INNUENDO GUY

donut bitch (donut), Tuesday, 19 August 2003 13:50 (twenty-two years ago)

i don't really spend too much time playing video games, chiefly because i'm not actually very good at them, but the ones i've truly loved have had a great dose of humour, along with an addictive playability - for example, Worms Armageddon and Vice City...

stevie (stevie), Tuesday, 19 August 2003 14:06 (twenty-two years ago)

Thread to Ars Technica.

A decent learning curve. Tony Hawks 1 and 2 were perfect for this (dunno about later incarnations - not played them), every level was just hard enough, with mega-difficult extras for if you were feeling cocky. An example of a shit learning curve would be Jedi Knight 2 - the opening few levels are far harder than later on when you are wafting 20 stormtroopers around the floor with your force powers.

Similarly, each new section should seem to have a point to it, theres nothing worse than a silly jumping puzzle that seems to exist for no reason (eg. something like "Why did they put the main power switch to this building 40ft in the air on a platform that you have to backflip in mid air to reach?").

For online multiplayer, as few exploits as possible. Quite a few I've played have been ruined by certain annoying things that a player can do to spoil everyone elses fun. There seems to be as many people in online gaming who'd rather piss everyone off as play the game. (Example - in Generals online, people will ctrl-alt-delete when losing to stop the game recording a defeat for them in their stats. This means a lenghty wait in a "Someone has disconnected" screen before you can carry on - immensely annoying when you spend a quarter of your time online looking at that screen)

More than anything I'd say a good game would

a)not take itself to seriously
b)have a story that isn't playground childish
c)is released utterly complete without needing a patch

There are no games around at the moment, nor will there be for quite some time, that are like that.

a) because the gaming world is marketed at teens who want to go boom boom with guns
b) like John Fowles would get into game development
c) patches are a great anti-piracy measure and pretty much every game is rushed out before its been properly completed due to tyranic publishing houses *cough* EA *cough*.

Which is why I suppose a lot of people I know are still rocking Monkey Island et al. My biggest dream in gaming is for the Spectrum classic "School Daze" to be remade with the Half Life 2 engine or somesuch. Probably because I want to play something where your main goal isn't blowing the shit out of a tank, alien or whatever.

Lynskey (Lynskey), Tuesday, 19 August 2003 14:17 (twenty-two years ago)

Yeah, the problem with Online Gaming is Online Gamers, alright.

Your list of needs matches Planescape Torment pretty clearly. I suppose it does take itself pretty seriously by, say, Crash Bandicoot standards, but it's good at being funny as well.

Andrew Farrell (afarrell), Tuesday, 19 August 2003 14:28 (twenty-two years ago)

I like games with cheats that make subsequent gameplay outlandish.

ModJ, Tuesday, 19 August 2003 14:56 (twenty-two years ago)

For me it's all about control and difficulty level. My favorite games are games that I find very easy to control...Street Fighter II, Metal Gear Solid, Final Fantasy VII, Link to the Past, Mega Man 2.

I'm also coming to accept the hard truth that I don't like hard games. I THINK I do, but I really like accomplishment and familiarity. I would rather play any of the above games again, or go through the shareware levels of Doom for the billionth time than slog through one of their harder sequels or learn some newfangled 3-d game.

Jordan (Jordan), Tuesday, 19 August 2003 15:15 (twenty-two years ago)

For the all-around, non-sport game, some sort of environmental interactivity/immersiveness will jump a game from great to classic status. (see: MGS2)

For multiplayer games, no overload of features (why Mario Kart > Mario Kart 64).

As RPGs go, acquisition/progress, unlocking/discovering new spells/abilities, and customizing said abilities.

Leee (Leee), Tuesday, 19 August 2003 20:44 (twenty-two years ago)

Planescape Torment tips: W.O.R.D

I do think easiness is really important, but it's more about intrusion of game mechanics into the experience. PS:T is easy and has to be, because constantly reloading would destroy the unbelievable MOMENTUM that it gets going. Whereas GTA3 is a lot harder, in terms of how often you fail, but as the tension-release thing operates within individual missions, that's not a problem. (Rise of Nations = best sense of gathering pace in an impersonal-type video game evah?)

The real thing in /fun/-type games seems to me about having huge, cool, complex shit on screen that's totally responsive to your actions, without you having to actively tell it what to do - hence Soul Calibur, Vice City, Rez for that sense of synthaesthetic conducting. Sonic was genius because (at the time) it was so fast that you felt the environment shaping in response to your vapour trail... this why sensi > fifa. In one you're in control, in the other you're instigating animation sequences.

>that sony has Nothing to do with it.
Ico lovas to thread!

Gregory Henry (Gregory Henry), Wednesday, 20 August 2003 14:22 (twenty-two years ago)


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