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Author Topic: What do you think makes a game good?  (Read 5941 times)

Offline maxine

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What do you think makes a game good?
« on: July 18, 2005, 05:52:08 PM »
Ok the reason for making this one is cuz i want too know from all of you what you think makes a game fun. I will start saying my part of this.

                                =.I think a game is fun.=



1. When the gamelength is at least above 5 hours. <-- 5 is pretty weak maybe 8 or 9 would be minimum.

2. When it actually feels like adventure. Like you go from your town and then you travel alot etc. Then when you have come far you think back and it just makes this cool feeling that it was ages ago you started off.

3. When you atleast have made some Custom Battle animations. That is so neat.

4. When the battles are pretty good made, maybe some neat monsters and all of the battle. The battle plays a big part of the game for me.

5. When Villages/towns isnt just passable. Some should contain various stuff. Example what i am gonna do in my upcoming game. A sort of Dojo, so you can teach skills for battling. And when you can help people out in the town.

6. When dungeons have several passages too go through and several treasures.

7. When the game includes pretty much movies so you can follow the story better etc. (Which i think has too be in a game)

8. When there is some sort of Extra coding thing. It can be anything from In game timer too CMS or CBS. When it has a feature like that, its pretty impressive or cool.


But im not impressed when a CMS has only what the regular DBS has. The options... Then its pretty unuseful too create a CMS. I can create a CMS but i never do cuz i dont need any more options then what exists... Well of course some of you dont agree with me and say "CMS shows the proffesional spirit inside of you" or something like that. But anyways post what you think is cool so people could get inspired here and think of something for their game.

Cheers*
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Offline smokey_locs2002

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« Reply #1 on: July 18, 2005, 06:03:43 PM »
1:Jello Shots

2:Solid Story Line

3: Nice mixture of charater personalities

4: Time

5: More Jello Shots

6: Couple of random events

7: and.....*sigh* More Jello Shots.
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Offline maxine

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« Reply #2 on: July 18, 2005, 06:19:02 PM »
Quote
Originally posted by smokey_locs2002
1:Jello Shots

2:Solid Story Line

3: Nice mixture of charater personalities

4: Time

5: More Jello Shots

6: Couple of random events

7: and.....*sigh* More Jello Shots.


LoooL is it just me or what do you mean with jello shots? :P
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Offline smokey_locs2002

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« Reply #3 on: July 18, 2005, 06:40:57 PM »
Aww man Jello Shots are beautiful lol
after math of jello shots lol

 

 
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Offline Snake Eater

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« Reply #4 on: July 18, 2005, 06:58:22 PM »
I [GLOW]<3[/GLOW] Jello Shots

Anyways, I like games that are fun, have a good story, have good gameplay, and keep you interested.
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Offline maxine

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« Reply #5 on: July 18, 2005, 07:05:13 PM »
Quote
Originally posted by smokey_locs2002
Aww man Jello Shots are beautiful lol
after math of jello shots lol

 

 


LOL i thought you meant some in game thing :P hahah ye thoose are soo good. And thanks snake eater for posting your likes
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Offline FFL2and3rocks

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« Reply #6 on: July 19, 2005, 02:29:19 AM »
-Difficulty. It's not very fun if you can kill a boss in two hits.
-Sidequests, and maybe a huge hidden dungeon that you can find later in the game with lots of rare items and bosses.
-Music that fits the mood of the current situation. It seems odd if someone is ambushing you and there's a cheery tune playing.
-A villain that you love to hate.
-Don't make it all serious! There should be some humorous stuff as well.
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Offline AsakuraHao2004


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« Reply #7 on: July 19, 2005, 02:48:28 AM »
Sex, Gore, Violence, and Rock'n'Roll!
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Offline BlackIceAdept

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« Reply #8 on: July 19, 2005, 11:51:29 AM »
Quote
Originally posted by FFL2and3rocks
-Difficulty. It's not very fun if you can kill a boss in two hits.
-Sidequests, and maybe a huge hidden dungeon that you can find later in the game with lots of rare items and bosses.
-Music that fits the mood of the current situation. It seems odd if someone is ambushing you and there's a cheery tune playing.
-A villain that you love to hate.
-Don't make it all serious! There should be some humorous stuff as well.


Then you'll like my game lol...final boss is gonna be bloody hell (6 parts each one 60000hp and one is imortal as long as the other 5 are alive...)

EDIT: Oh yeah pretty much everything posted except Maxine a good rpg needs at least 8-9 hours of story, so a good rpg is a delicate balance of story and gameplay so a healthy 60gp-40story is needed. thus making the game around 15-16 hours min.

PS: PWN3D!!!! :p
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shinotebasiiackh

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« Reply #9 on: July 19, 2005, 12:28:15 PM »
In order for a game to be good, it has to not suck. The golden rule, man.

If you want me to be serious for a moment (god forbid):

-interaction. If you can interact with everything and everything can do something, it ads to the realism and people start to love the complexity.

-Complex plotlines. Seriously, think your game though. That's what I've been doing for the past few weeks. A lot of people seem to just thing of one thing (i.e. a bad guy trying to take over and your fifteen your old hero trying to stop him) and start randomly making stuff without a set plan, hoping it will work.

-Mapping. Belive it or not, actually trying when you map helps with the overall quality. What I do (that makes **** so much more easier) is to buy a sketch pad and drow out your maps (i.e. buildings [ each level, each room, etc. No complicated stuff like flower vases or anything. Just a basic layout. Then go further and further into complexity]). Remember to use a pencil with an eraser. if you screw up (which you will, belive me) with a pen, you're pretty much fucked.

-Original Villians. I'm tired of people giving me a villian that's been pilliaging villiages or something, and the hero's home town was attacked tragicly killing his perants and he goes on a quest to kill this evil man! Meeting hot girls along the way! (allways a plus) ...anyway, some people will decide to put in a "twist". OH NOES, the main villian is also a vampire or something! Guess what. That's not a twist. It being his brother, mother, dad, etc isn't either. Nor would it be a twist to have him be the last of an anchiant (forgive my **** spelling. I'm tired, man) and evil race. No, that's not a twist. That's what we call cliche. Try something like the villian having a multiple personality problem and he ends up having one personality that wishes to save the world from a growing threat. Himself. The other wanting nothing but to feed off the misery of others (think of a bully x76)... And like he's also one of the leading powers in the world. Whatever. Remember. Complexity is great.

-Don't Be Afraid. I'm not 4. I really would love to see some darkness in games. My plotlines for instance start out lighthearted and become increasingly dark and distubing. I love making plots twisted. And I don't mean that as in plot twists.

An example of what I'm NOT talking about:
(assume this is at the end of the game after the killed the main villian)

Tammie (female influence): "*dramatic tone* Derick... (male main charater who is 12 and uses a sword) He's gone. His vile being shall never scar this earth of ours again. *sympathetic tone while still maintinging the before mentioned drama* He's gone Derick. He can't hurt you anymore. He wasn't the father he should have been"

Derick (yeah the main guy who just hit puberty): "I guess we're free. What will come next, I cannot forsee (of course, he has to be a telepath. Trying to get as cliche as I can without hurting myself)... *light hearted chuckle*--"



 NO! That's right where it went off. It was going sort of dramatic ish and he's starting to realise what a twisted life his father (the villian) had led before he had killed him. Sure, comedy is good (which I shall talk about in my next ranty thing), but not so much that you need it to spoil the mood.   Ugh.

-Comedy. I know a lot of people try to fit a lot of jokes to keep the player... well, a player. Which is good, don't get me wrong... But a lot of people just overdo it. A lot of times people'll say stuff like "lol" in their diolauge. It's annoying when I have to deal with that in an AIM convorsation. We don't need it ruining a potentialy good RM2k/3/XP/etc game. Using emots ( -_-;;, ^_^, 0_o, etc) is also a no no. That's what face sets are for. Or, if you're really cool, you won't use face sets but you'll have an awesome custom dialouge system like Kijuki.

While I'm tired and not feeling guilty about anything I'm saying right now, I may as well state that nerd humor is, in fact, annoying.

Example:

king: "Will you get the sword for me?"
Player 1: "Of course my lord"
Player 2: "Does it involve pie? XD"
King: "You're just begging to get beheaded, aren't you."

Any random (I will talk about good randomness in a moment) *** refrence to food, or any expression of obsession to a sweet food is just annoying. Most people that have a sense of humor won't find it funny.

Damn, I like the sound of that king.

-Random Crap. Is good. I'm not talking about the above stated kind of randomness. I'm talking about really subtle stuff that makes people laugh when they find it, or makes the wonder what the heck you're smoking. For instance, in a basement, you could have an onion with eyes that stares forward and blinks, but doesn't do a thing. But if you click it 25 times, it will yell at you. That's just an example. Don't use that, because that was retarded. Also, finding random stuff that's usefull later is great too.

So, yeah, if I'm so tired right now I can't even tell you. If I said anything that sounded like your game, and it offended you for some reason, PM me so I can laugh at your later.

[Edit] Seince I really *** tired, I proly said one or two things that don't make much sense. I'll read it in the morning to find such things.
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Offline BlackIceAdept

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« Reply #10 on: July 19, 2005, 12:41:35 PM »
wow...that will clean things up I found nothing bad in there and thanks for some brain food!
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Offline Dashman

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« Reply #11 on: July 19, 2005, 12:59:17 PM »
What makes a game good? In my opinion:

-Something creative, not always the same story of some guy who saves the world, they are really predictible

-A good number of characters

-Reality. Doors in houses, darkness in caves, that kind of stuff

-Different monsters. Do anyone like to fight the same slime again and again? At least change it's colors and abilities. Most games have the same slime at the start.

-New resources. At least some imported don't hurt.

-A starting story when you start playing the game (if possible, a saved game after the story, for those who don't have time to read it)

-Custom battle animations and skills. They give the game a personal touch, with or without imported resources.

-Bank, running system, day and night, whatever the imagination of the creator can afford.
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Offline maxine

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« Reply #12 on: July 19, 2005, 06:23:47 PM »
Quote
Originally posted by shinotebasiiackh
In order for a game to be good, it has to not suck. The golden rule, man.

If you want me to be serious for a moment (god forbid):

-interaction. If you can interact with everything and everything can do something, it ads to the realism and people start to love the complexity.

-Complex plotlines. Seriously, think your game though. That's what I've been doing for the past few weeks. A lot of people seem to just thing of one thing (i.e. a bad guy trying to take over and your fifteen your old hero trying to stop him) and start randomly making stuff without a set plan, hoping it will work.

-Mapping. Belive it or not, actually trying when you map helps with the overall quality. What I do (that makes **** so much more easier) is to buy a sketch pad and drow out your maps (i.e. buildings [ each level, each room, etc. No complicated stuff like flower vases or anything. Just a basic layout. Then go further and further into complexity]). Remember to use a pencil with an eraser. if you screw up (which you will, belive me) with a pen, you're pretty much ******.

-Original Villians. I'm tired of people giving me a villian that's been pilliaging villiages or something, and the hero's home town was attacked tragicly killing his perants and he goes on a quest to kill this evil man! Meeting hot girls along the way! (allways a plus) ...anyway, some people will decide to put in a "twist". OH NOES, the main villian is also a vampire or something! Guess what. That's not a twist. It being his brother, mother, dad, etc isn't either. Nor would it be a twist to have him be the last of an anchiant (forgive my **** spelling. I'm tired, man) and evil race. No, that's not a twist. That's what we call cliche. Try something like the villian having a multiple personality problem and he ends up having one personality that wishes to save the world from a growing threat. Himself. The other wanting nothing but to feed off the misery of others (think of a bully x76)... And like he's also one of the leading powers in the world. Whatever. Remember. Complexity is great.

-Don't Be Afraid. I'm not 4. I really would love to see some darkness in games. My plotlines for instance start out lighthearted and become increasingly dark and distubing. I love making plots twisted. And I don't mean that as in plot twists.

An example of what I'm NOT talking about:
(assume this is at the end of the game after the killed the main villian)

Tammie (female influence): "*dramatic tone* Derick... (male main charater who is 12 and uses a sword) He's gone. His vile being shall never scar this earth of ours again. *sympathetic tone while still maintinging the before mentioned drama* He's gone Derick. He can't hurt you anymore. He wasn't the father he should have been"

Derick (yeah the main guy who just hit puberty): "I guess we're free. What will come next, I cannot forsee (of course, he has to be a telepath. Trying to get as cliche as I can without hurting myself)... *light hearted chuckle*--"



 NO! That's right where it went off. It was going sort of dramatic ish and he's starting to realise what a twisted life his father (the villian) had led before he had killed him. Sure, comedy is good (which I shall talk about in my next ranty thing), but not so much that you need it to spoil the mood.   Ugh.

-Comedy. I know a lot of people try to fit a lot of jokes to keep the player... well, a player. Which is good, don't get me wrong... But a lot of people just overdo it. A lot of times people'll say stuff like "lol" in their diolauge. It's annoying when I have to deal with that in an AIM convorsation. We don't need it ruining a potentialy good RM2k/3/XP/etc game. Using emots ( -_-;;, ^_^, 0_o, etc) is also a no no. That's what face sets are for. Or, if you're really cool, you won't use face sets but you'll have an awesome custom dialouge system like Kijuki.

While I'm tired and not feeling guilty about anything I'm saying right now, I may as well state that nerd humor is, in fact, annoying.

Example:

king: "Will you get the sword for me?"
Player 1: "Of course my lord"
Player 2: "Does it involve pie? XD"
King: "You're just begging to get beheaded, aren't you."

Any random (I will talk about good randomness in a moment) *** refrence to food, or any expression of obsession to a sweet food is just annoying. Most people that have a sense of humor won't find it funny.

Damn, I like the sound of that king.

-Random Crap. Is good. I'm not talking about the above stated kind of randomness. I'm talking about really subtle stuff that makes people laugh when they find it, or makes the wonder what the heck you're smoking. For instance, in a basement, you could have an onion with eyes that stares forward and blinks, but doesn't do a thing. But if you click it 25 times, it will yell at you. That's just an example. Don't use that, because that was retarded. Also, finding random stuff that's usefull later is great too.

So, yeah, if I'm so tired right now I can't even tell you. If I said anything that sounded like your game, and it offended you for some reason, PM me so I can laugh at your later.

[Edit] Seince I really *** tired, I proly said one or two things that don't make much sense. I'll read it in the morning to find such things.


Nah it was good. I havent started my game yet. It will hopefully be my FIRST that i WILL create.. I hope it will be cuz my story works pretty fine. Thanks Shino. It was good reading that
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Offline CoolZidane

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« Reply #13 on: July 19, 2005, 06:48:50 PM »
Quote
Originally posted by shinotebasiiackh
In order for a game to be good, it has to not suck. The golden rule, man.

If you want me to be serious for a moment (god forbid):

-interaction. If you can interact with everything and everything can do something, it ads to the realism and people start to love the complexity.


Definitely. One thing I think goes with this is a good cast of characters. FF6 was the best at this. Almost every character (except Gogo and Umaro) played an important part in the story. If you play a game and feel sympathetic for the characters, you have succeeded in immersion.

Quote
Originally posted by shinotebasiiackh
-Complex plotlines. Seriously, think your game though. That's what I've been doing for the past few weeks. A lot of people seem to just thing of one thing (i.e. a bad guy trying to take over and your fifteen your old hero trying to stop him) and start randomly making stuff without a set plan, hoping it will work.


Another great point. So many people seem to make games that seem good until about halfway through. Then, the game starts to make less sense and seem less coherent with the stuff before it.

Quote
Originally posted by shinotebasiiackh
-Mapping. Belive it or not, actually trying when you map helps with the overall quality. What I do (that makes **** so much more easier) is to buy a sketch pad and drow out your maps (i.e. buildings [ each level, each room, etc. No complicated stuff like flower vases or anything. Just a basic layout. Then go further and further into complexity]). Remember to use a pencil with an eraser. if you screw up (which you will, belive me) with a pen, you're pretty much ******.


Agreed. Too many times I have found where a cave map is nothing more than a one-tile wide path moving in a snaky direction with a boss at the end.

Quote
Originally posted by shinotebasiiackh
-Original Villians. I'm tired of people giving me a villian that's been pilliaging villiages or something, and the hero's home town was attacked tragicly killing his perants and he goes on a quest to kill this evil man! Meeting hot girls along the way! (allways a plus) ...anyway, some people will decide to put in a "twist". OH NOES, the main villian is also a vampire or something! Guess what. That's not a twist. It being his brother, mother, dad, etc isn't either. Nor would it be a twist to have him be the last of an anchiant (forgive my **** spelling. I'm tired, man) and evil race. No, that's not a twist. That's what we call cliche. Try something like the villian having a multiple personality problem and he ends up having one personality that wishes to save the world from a growing threat. Himself. The other wanting nothing but to feed off the misery of others (think of a bully x76)... And like he's also one of the leading powers in the world. Whatever. Remember. Complexity is great.


Definitely agreed. Another thing that bugs me is people who try to make the villain have a huge backstory with stuff like "Oh, my father abused me as a kid, now I must launch evil upon the world for no reason other than my dark childhood."

Quote
Originally posted by shinotebasiiackh
-Don't Be Afraid. I'm not 4. I really would love to see some darkness in games. My plotlines for instance start out lighthearted and become increasingly dark and distubing. I love making plots twisted. And I don't mean that as in plot twists.

An example of what I'm NOT talking about:
(assume this is at the end of the game after the killed the main villian)

Tammie (female influence): "*dramatic tone* Derick... (male main charater who is 12 and uses a sword) He's gone. His vile being shall never scar this earth of ours again. *sympathetic tone while still maintinging the before mentioned drama* He's gone Derick. He can't hurt you anymore. He wasn't the father he should have been"

Derick (yeah the main guy who just hit puberty): "I guess we're free. What will come next, I cannot forsee (of course, he has to be a telepath. Trying to get as cliche as I can without hurting myself)... *light hearted chuckle*--"



 NO! That's right where it went off. It was going sort of dramatic ish and he's starting to realise what a twisted life his father (the villian) had led before he had killed him. Sure, comedy is good (which I shall talk about in my next ranty thing), but not so much that you need it to spoil the mood.   Ugh.


I agree. One great idea in an RPG is a haunted house the hero enters. The only light is the small circle of light to allow the hero to see where he is. And then, out of nowhere, BAM! comes a monster out of the dark. That would definitely put people on edge.

Quote
Originally posted by shinotebasiiackh
-Comedy. I know a lot of people try to fit a lot of jokes to keep the player... well, a player. Which is good, don't get me wrong... But a lot of people just overdo it. A lot of times people'll say stuff like "lol" in their diolauge. It's annoying when I have to deal with that in an AIM convorsation. We don't need it ruining a potentialy good RM2k/3/XP/etc game. Using emots ( -_-;;, ^_^, 0_o, etc) is also a no no. That's what face sets are for. Or, if you're really cool, you won't use face sets but you'll have an awesome custom dialouge system like Kijuki.

While I'm tired and not feeling guilty about anything I'm saying right now, I may as well state that nerd humor is, in fact, annoying.

Example:

king: "Will you get the sword for me?"
Player 1: "Of course my lord"
Player 2: "Does it involve pie? XD"
King: "You're just begging to get beheaded, aren't you."

Any random (I will talk about good randomness in a moment) *** refrence to food, or any expression of obsession to a sweet food is just annoying. Most people that have a sense of humor won't find it funny.

Damn, I like the sound of that king.


Once again, I agree. Final Fantasy 6 and 9 both excel at the timing and quality of humor. For example, in FF6, Locke says to Terra, "Whatever you do, do not let a certain lecherous young king, who shall remain nameless [Edgar], near you!" It serves as a laugh, but it doesn't kill the mood or seem out of place.

Quote
Originally posted by shinotebasiiackh
-Random Crap. Is good. I'm not talking about the above stated kind of randomness. I'm talking about really subtle stuff that makes people laugh when they find it, or makes the wonder what the heck you're smoking. For instance, in a basement, you could have an onion with eyes that stares forward and blinks, but doesn't do a thing. But if you click it 25 times, it will yell at you. That's just an example. Don't use that, because that was retarded. Also, finding random stuff that's usefull later is great too.


I'm not so good at including random stuff for the sole reason that I feel the things I add are stupid and useless.

So, in a nutshell, I think a good game needs:

-Good characters
-Interactivity
-Good plots
-Good villains
-Suspenseful moments
-Well-timed humor that is actually funny
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Offline AsakuraHao2004


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« Reply #14 on: July 19, 2005, 06:51:54 PM »
Oh noes!11 Someone fix it so I can read it... quick!
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