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Good Game's Attributes


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#51 Guest_maaniko

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Posted 22 June 2007 - 11:00 PM

Freedom to do lots of things, gameplay, music, type of game...pretty much everything!
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#52 Guest_simonyang

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Posted 22 June 2007 - 11:47 PM

multy player/charcters , side & sex choosng, dating, multipul eventful, side wineding, racing, multpul ways fighting/wepons, all the good stuff put in to oneand it got to anRPG
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#53 Guest_DisabledPockets

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Posted 23 June 2007 - 01:02 AM

a game that has a good storyline, has many distracting features inside of the game (mini games side-quests etc), good visuals (i dont mean 3d 2d graphics i mean as in a unique or nice looking game), dosnt take less than 1-2 days to complete (i find that alot of games now days do), and it has to have a new game+ feature
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#54 Guest_BLUEPHANTOM

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Posted 23 June 2007 - 01:19 AM

1. It must not be on the Xbox2. has to have good, fun, non repeditive gameplay3. should have good replay value4. long game5. must make the player imerged into the story and acttually give a **** about what happens next6. must be creative and original with everything about it
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#55 Guest_idiotflesh

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Posted 25 June 2007 - 02:40 PM

Atmosphere, u know that it really makes u feal that the world is real that u are really in there, also i like Humour in my games for a perfect balance I play the neverhood :)
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#56 WinterNut

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Posted 25 June 2007 - 02:56 PM

challenge, intrigue, variety, exlorability, playability, easy control, good storyline, good fighting aspect, large open and fully navigable environments, interconnection of world, seamless maps, ultra-processing capability, vast realms

here is almost all the factors of a good game.
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#57 Guest_ChronosXIII

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Posted 25 June 2007 - 04:08 PM

w0ah. I've written a near-essay on this thing :laugh:Personally, I like having a high level of customization to be available in games (heh, I spent hours playing with the Miis). I'd also say that a good storyline is very important to most games. It makes a big difference in your gaming session when you aren't wondering why your character did not do (insert perfectly normal thing to do here) and not deal with this. The stealth stage from the Wind Waker was annoying because I knew that I could EASILY have killed all of the moblins, but Link STILL does nothing. Oh, and why do they just toss Link in jail, anyways? Wouldn't they kill him?Plus, if a hero is on a seriously epic quest, it's sort of annoying for there to be humorous remarks in the game.Some games don't really need a story because of how they are set up. Take WarioWare, for instance, it's got a story, but not much of one. everything you need is in the minigames. The story doesn't matter much because it is not one that is supposed to be long or epic or interesting. It's just there to get you into the minigames. Wii Sports is like that at a different level -there's no story at all. People need no reason to play tennis/bowling/baseball/golf or to box each other.Most games' stories depend on what kind of game it is.Graphics are also fairly important because they affect the gameplay. You can connect more to a person than to a square-shaped splotch on your screen that you happen to control. The way enemies are designed can affect the way you look and think about them, and how you fight them.Having effective environments helps increase immersion in games and help affect the gamers' emotions. Final boss fights always take place in epic settings, increasing the feeling of it being an absolutely final confrontation.Controls are probably the most important aspect of a game. There is no frustration that compares (in games, at least) to being killed by a cheap section of the game repeatedly. In real time games, it's often the control setup's fault. To fix this, the controls should be configurable by the user.Basically, anything that makes it harder for the player to keep control of their character in a normal circumstance.For RPGs, this means the menu setup. Often it's annoying to get what you want (say, a sword) to do what you want (for instance, equipping it). Developers need to see how people expect the system to be set up and then create it so that it can be used.I think that replay values is definitely a good thing to have in a game, because people who are addicted enough to clear the game in one day can still spend months completing it. However, the extras should actually be meaningful enough to keep people playing. Jump! Superstars is a fighting game in which you arrange manga panels into a grid and can play as certain characters if you put their panels into the grid (called a deck). Why do I mention this? It has near SEVEN HUNDRED panels to unlock, and around 50 characters to play as. In addition, it has Wi-Fi.That's basically the perfect setup for this game. I've been playing it for over a year just to try to unlock everything and try out every character. This game actually rewards you with something WORTH getting.Also, Pokemon Crystal/Gold/Silver are great because they let you go back to the older region to complete the kanto pokemon league. It was something where I thought "ooh, that's awesome!"Variety is also pretty important in games. Doing the same thing over and over can get monotonous... That makes it pretty great to have a large character roster in games as long as they have different styles of play.Finally, multiplayer is one of the things that I always want from a game. There's a certain fun to getting together with friends to play games that a single player experience just can't capture. And in most games, I end up wishing that there was co-op.Basically, a good game has-Intuitive Controls-A Story that makes it meaningful (or at least fits the game)-Involving Gameplay-Fitting Music-Replay Value-Variety-Effective Graphics (2d is appropriate for Castlevania and 3d is appropriate for Final Fantasy)-Replay ValueNow for why I excluded some of the things that others have put there:Most of the things that you've posted are already part of things that I've put there (i.e. easy control=Intuitive Control, seamless gameplay=intuitive control) And I don't think that it needs some of the things you've put.For instance, take innovation. There are plenty of great games that don't need anything too bizzare to be good. Halo 2 is not particularly creative or original, but it's still really good.Innovation makes a game stand out, but it's not really necessary.

Edited by ChronosXIII, 25 June 2007 - 04:20 PM.

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#58 Guest_SeraphimX

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Posted 25 June 2007 - 06:52 PM

* Every choice I make -must- have an equal but opposite resultant consequence, reward, or acknowledgement. I hate games where I'm free to steal, and face no repurcussions. Or where I go on a rampage and commit genocide of a town, and I can pay a fine to avoid jail time.* The storyline and dialogue must be deep, involving, and make me feel personally involved.* There must be some aspects of humor; be it dark humor, puns, poetic irony, poetic license, breaking the fourth wall, etc. Whatever, there has to be some lighthearted side to it.* It must be thought provoking. If a game can not make me look at the main character, and then make me examine my own thoughts, my own motives, my own place in the world, I might as well be watching a movie.* It must remain true to its prequels and its game world. A continued series, with the latest one being utter crap in regards to verisimilitude, is not worthy of the status of being called a sequel.* Lack of linearity. If I choose to complete a quest by being stealthy, or talking to someone, or stealing, or whatever, then I should have the ability to do so. If my quest is to "kill the mob boss", I should be able to by combat, by bomb planting, by poisoning, or by any other means available to me. Do not restrict me to just one method.* If there is to be a soundtrack, it should not overpower the gameplay, nor should it be so quiet as to be unnoticable. A good soundtrack is appropriate to the genre, is soft and flowing, and if done correctly, and can go almost without notice, as the player pays more attention to the game than the soundtrack. The Star Wars movies are an excellent example as to how a soundtrack should be done. Oh, and -no- soundtrack is better than a crappy one that greatly overpowers the gameplay.* If there are to be state of the art graphics, it should not overpower the quality of the gameplay, nor should it dominate over the storyline and dialogue. The best games have both good graphics, and better text and gameplay. The good games have good text and gameplay, but bad graphics, the average game has good graphics but bad text and/or gameplay, and the bad games have poor quality of all of them.* Intuitive controls. I don't want to have to keep the command card infront of me at all times, just because I can't remember how to access my inventory, how to attack, or how to rotate in a direction.* Gameplay mechanics must be easily recognized. If a character has a strength of 10, it should take him a lot longer to kill something, as opposed to if he had a strength of 18. If he has an intelligence of 10, he should have considerably less options to choose from in dialogue, problem solving, and intuition, than a character with an intelligence of 18.* In development, all characters need a backstory, even the NPCs who only have one sentence to say to you. By doing so, and allowing some way to either discover these backstories, or allowing the backstories peek through in the character's dialogue, the characters and NPCs feel more alive. Fable is an excellent example. While the average NPC you can tell a bit about them just by talking to them, they feel more alive, while the guards of a town are extremely lifeless and uninspired.* Gameplay itself must walk the fine line between being too easy, and being a grind-fest.* Translations must be accurate on a meaning-for-meaning basis, and all idioms and proverbs must be changed into an equivalent in the translated language. Poor translations have kept really good games from being really great games.* Your target demographic must be able to associate with the main character(s) on an emotional level. Either the character needs to represent something seen in that demographic, or it must inspire the demographic to be more like the character.* The environment must be appropriate to the overall mood of the area, and color schemes and soundtrack must appropriately convey that mood in conjunction with dialogue and received information.* It must provide some innovation. Why should I play $50 now, for something that is not different from something that came out 10 years ago, but with better graphics? If there is nothing new to offer me, I will save my money for something that *is* innovative.* Above all else, do not waste my time. If I am forced to grind through a game with poor dialogue, crappy music, unconventional gameplay, and with no real shining aspects to it... guess what... I'm not going to buy that game, and I'll spend my money on something more worthwhile.
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#59 Guest_Dawdiiio

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Posted 07 March 2010 - 06:52 PM

Some criterias that I have for a great game:Long storyline, not to complex like going back or to the future.Good graphics, but can't really define good.. Not less then most GBA games then :)Replay value; with some unlockables or new characters after you finish the game. Fire Emblem is a good example: Good story, good graphics, not to complicated, multiple choices when choosing which path to follow.
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#60 Guest_EzekielOfTheThousandSwords

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Posted 10 March 2010 - 07:33 AM

I personally don't care about graphics, as long as the gameplay is good and the storyline is engrossing, the game will be enjoyable.I have long been a huge fan of Zeus: Master of Olympus and the Poseidon expansion. Although the graphics are poor, the game and customisability is great and I find I can replay the same scenario plenty of times.Also, older games are easier for consoles to run, PCs especially, thus making them easier to access for those with older equipment.
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#61 Guest_tototom

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Posted 10 March 2010 - 01:25 PM

For me, the most mattering is the atmosphere and the gameplay
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#62 Guest_kuser77

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Posted 29 June 2010 - 02:51 PM

The criterea will obviously change from genre to genre but there are some things that should be included.Story: Not too complex, but also not 'zombies/aliens/bad guys/etc. over there. Go. Shoot. Now.' Should bring some deeper thought and preperably have a moral or value.Graphics: Not too important. When I first bought my ps3 the graphics suprised me after playing a wii for so long, but after a week the shock value went away. You still want enough graphics to display the mood and what's going onHumour: Not 100% necessary, but it really helps out rpg's like the paper mario/ super star saga from being boring.Length: It's really sad if a game doesn't last one road trip. It should last at least 4-5 hours, anything under 3 will rarely feel like you got your money's worthInnovation: Something unique and challenging about the game, think Advance Wars (gba), it may not have been the first tiled tbs, but it was the first war one, providing a different style of play from Final Fantasy Tactics. And Dual Strike is unique from the rest of the series with having the possibility of controlling two seperate forces simultaniously.That's about all I can think of for now, other than little/ no DLC, the perfect difficulty curve, and some replayability.
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#63 Guest_oblivionplayer1

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Posted 30 June 2010 - 02:20 AM

a good game should have resonance as developers sometimes call it.... Once you quit playing the game that game should be in your mind for days after you have stopped, a game that you can remember and want to play again
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#64 Guest_thenwuguy

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Posted 30 June 2010 - 05:10 PM

I think what makes a game good is a great story line like FF games which keeps u hooked on, also games that give you a certain goal so you keep playing till you achieve this goal, like pokemon games.
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