- Joined
- Apr 22, 2014
- Messages
- 20
- Reaction score
- 4
- First Language
- Dutch
- Primarily Uses
Hello everyone,
While I'm relatively new to this community and basically just started on my first project, I would love to see people share their visions on what makes a good game and see if people agree. If there's already a topic for this, I'm sorry. I guess I'm just in a rambling mood and see if people agree on these aspects that would improve a game in my book. Obviously I cannot deliver such quality in games yet, but as a gamer, I would love to see people maintain these personal guidelines.
1 Build up/Pace
In some of the rpg maker games I've played or read about, the game starts with a full party, epic custom named weapons and armour, (starting) classes that hint on the protagonist being some kind of one man army already and standard enemies that already have complicated names and attacks. I personally prefer a slower start which allows a more gentle curve in development. It would also seem strange to me that one portraited that powerful already would ever break a sweat after beating a standard horde of enemies. I also phantom it difficult to build up from an already "epic" start. If for example, you start off killing "demon kings" with a "Soulcrusher" in the first hour, I wonder where the game could go the next 20 hours. Unless of course the protagonist would lose their powers for some sort of reason. I also like to start off with a small party as a game simply plays different with limited party members. Combat strategies can vary very easily if you start off alone or with two, instead of fighting with four through the entire game. I also consider finding new party members to be part of the exploring of the world and it allows a proper introduction of said character.
2 The badass protagonist
Maybe in combination of what I wrote in "1", usually comes the "badass protagonist". Most protagonists kick butt at the end of the game, but there is something wrong if they already need to buy special soap to clean buttocks smell from boots at the start of the game, so to speak. I would also advocate against protagonists that are portraited with "bad ass personalities". Main reason ISN'T because I think it is overdone. I think developers pick the "bad ass protagonist" or "bad ass side kick" because it's relatively easy to write and widely popular amongst a certain group of players. Needless to say, I do not belong to that group; In fact, I think having the story revolve around such characters will eventually usually means a lack of character development, or motivation for these characters to continue. "Bad ass characters" usually barely develop to my taste, except in "softening up" at times regarding a love interest or "seeing the light". Yet, I must admit that this point strongly revolves around my personal tastes.
3 The difficulty curve
Another thing that strongly revolves around my personal tastes is my vision on the difficulty curve in a game. Lately, the general opinion is that most games aren't as "unforgiving" or "challenging" as they are used to be. People certainly do have a point there as there are some modern games that all of us would beat without even trying. Yet, I also think that nostalgia and our young age influenced our opinion on it's difficulty curve at times. Most gamers simply aren't very good at gaming below, or around the age of 10. Yet, even if a game would be challenging to the point that you'd spent more time retrying specific parts than "playing" the game, would that be a point in it's favor? In such cases, especially turn based RPG's, then eventually start to rely on luck as well. Will that boss be faster than character "C" this time? Will that mob do the same attack twice in a row? Will I make it out of this cave before I run into another random encounter? Maybe you'll eventually succeed because a boss missed twice at a vital point or because you scored a critical hit while you were almost down. I'd personally say, if you want to give your audience a challenge, by all means, but do not make the game "extra hard", just for the sake of making it "extra hard". Regarding that, if people wish to grind to be overleveled, let them. If people wish to play the game whilst being challenged to a lesser extend; let them. If people wish to play the game with an extra challenge, let them too. Personal note; Please don't make a game hard by making mobs or bosses spam status effects.
4 Final boss
In a lot of games in generals, boss fights have lost their value. In most cases, specific "optional bosses" prove to be more of a challenge than the actual final boss. I get the idea of providing the player with an optional challenge. However, in such a case, most of the times these optional bosses can be fought only before the final boss. After you defeat said optional boss, you are rewarded with even more experience points and usually some bonus like a AAA+ weapon or some status booster which would only make the final boss even easier. The prime antagonist is built up through the story and should be "hyped" until the moment you finally face him/her/it. If he/she/it turns out to be a (relative) pushover, to me, both the story and game lose in appreciation.
5 Names
All divine entities know it's hard to name characters, locations and items. Yet, I would request to keep these names a bit more simple in general as difficult and long names do not appeal in general. I'm refering of course, for a example, to a "protagonist called Hydrighynia, that is sent to retreive the holy weapon of Longigronthris in the lands of Zharxopynkra". Go easy on the syllables and sometimes regular names will do the trick even better.
6 Combat systems
I've seen some innovative new systems that are being developed for turn based combat games. I've lost the name of it, but I personally can't get used to the system in which you wait for a bar to fill up before it is your turn to select a move. Just that wouldn't be that bad, even though I personally just prefer to just select all of my party member's moves at the same time. What really irks me is the situation in which you select a move or something special, while the other bars continue to fill. In most of the times, I just ram the space bar to select "attack" to avoid losing precious "speed" or "dps" by casually strolling through the battle interface. Combat which just requires "auto attack" or button mashing doesn't feel balanced or innovative to me, but maybe I'm just not cut for such a game. Yet, I strongly feel that turn based combat works in turn based RPG's because it's turn based.
7 Originality
Sometimes people try to be original by either adding plot twist after plot twist, starting off with a special event, or try to add gameplay mechanics to have their game stand out. While I do not wish to appear a fanatic conservative gamer, or discourage innovative ideas, I would warn developers about it. Too many plot twists just causes confusion, or would ironically sometimes even make the game predictable, or full of plotholes. If you add something new, like for example a mechanic that requires a party to hunt for food to survive, make sure it fits in the game and is not an annoyance or distraction from the game. People usually say, "write what you know" and I'd like to add "make what you can". In general, execution of what you write and code will make your game stand out much more, than throwing in a few (plot) gimmicks.
8 Large worlds
A lot of developers start off with the set of mind to create an epic large world (like me), but often end up squeezing it down, or solve it by adding a world map. I'm not against world maps, if executed well, but to me, it feels wrong to walk from one side of the map to another in a few minutes, while a standard forest, or mountain range would take 5 times as long. I know a world map helps against backtracking and such, but to me, it just feels wrong to explore new territory on "the map".
I hope you guys understand my ramblings. Reactions would be welcome. If people wish to attempt me to "convert" my ideals; by all means try. I might just learn something.
While I'm relatively new to this community and basically just started on my first project, I would love to see people share their visions on what makes a good game and see if people agree. If there's already a topic for this, I'm sorry. I guess I'm just in a rambling mood and see if people agree on these aspects that would improve a game in my book. Obviously I cannot deliver such quality in games yet, but as a gamer, I would love to see people maintain these personal guidelines.
1 Build up/Pace
In some of the rpg maker games I've played or read about, the game starts with a full party, epic custom named weapons and armour, (starting) classes that hint on the protagonist being some kind of one man army already and standard enemies that already have complicated names and attacks. I personally prefer a slower start which allows a more gentle curve in development. It would also seem strange to me that one portraited that powerful already would ever break a sweat after beating a standard horde of enemies. I also phantom it difficult to build up from an already "epic" start. If for example, you start off killing "demon kings" with a "Soulcrusher" in the first hour, I wonder where the game could go the next 20 hours. Unless of course the protagonist would lose their powers for some sort of reason. I also like to start off with a small party as a game simply plays different with limited party members. Combat strategies can vary very easily if you start off alone or with two, instead of fighting with four through the entire game. I also consider finding new party members to be part of the exploring of the world and it allows a proper introduction of said character.
2 The badass protagonist
Maybe in combination of what I wrote in "1", usually comes the "badass protagonist". Most protagonists kick butt at the end of the game, but there is something wrong if they already need to buy special soap to clean buttocks smell from boots at the start of the game, so to speak. I would also advocate against protagonists that are portraited with "bad ass personalities". Main reason ISN'T because I think it is overdone. I think developers pick the "bad ass protagonist" or "bad ass side kick" because it's relatively easy to write and widely popular amongst a certain group of players. Needless to say, I do not belong to that group; In fact, I think having the story revolve around such characters will eventually usually means a lack of character development, or motivation for these characters to continue. "Bad ass characters" usually barely develop to my taste, except in "softening up" at times regarding a love interest or "seeing the light". Yet, I must admit that this point strongly revolves around my personal tastes.
3 The difficulty curve
Another thing that strongly revolves around my personal tastes is my vision on the difficulty curve in a game. Lately, the general opinion is that most games aren't as "unforgiving" or "challenging" as they are used to be. People certainly do have a point there as there are some modern games that all of us would beat without even trying. Yet, I also think that nostalgia and our young age influenced our opinion on it's difficulty curve at times. Most gamers simply aren't very good at gaming below, or around the age of 10. Yet, even if a game would be challenging to the point that you'd spent more time retrying specific parts than "playing" the game, would that be a point in it's favor? In such cases, especially turn based RPG's, then eventually start to rely on luck as well. Will that boss be faster than character "C" this time? Will that mob do the same attack twice in a row? Will I make it out of this cave before I run into another random encounter? Maybe you'll eventually succeed because a boss missed twice at a vital point or because you scored a critical hit while you were almost down. I'd personally say, if you want to give your audience a challenge, by all means, but do not make the game "extra hard", just for the sake of making it "extra hard". Regarding that, if people wish to grind to be overleveled, let them. If people wish to play the game whilst being challenged to a lesser extend; let them. If people wish to play the game with an extra challenge, let them too. Personal note; Please don't make a game hard by making mobs or bosses spam status effects.
4 Final boss
In a lot of games in generals, boss fights have lost their value. In most cases, specific "optional bosses" prove to be more of a challenge than the actual final boss. I get the idea of providing the player with an optional challenge. However, in such a case, most of the times these optional bosses can be fought only before the final boss. After you defeat said optional boss, you are rewarded with even more experience points and usually some bonus like a AAA+ weapon or some status booster which would only make the final boss even easier. The prime antagonist is built up through the story and should be "hyped" until the moment you finally face him/her/it. If he/she/it turns out to be a (relative) pushover, to me, both the story and game lose in appreciation.
5 Names
All divine entities know it's hard to name characters, locations and items. Yet, I would request to keep these names a bit more simple in general as difficult and long names do not appeal in general. I'm refering of course, for a example, to a "protagonist called Hydrighynia, that is sent to retreive the holy weapon of Longigronthris in the lands of Zharxopynkra". Go easy on the syllables and sometimes regular names will do the trick even better.
6 Combat systems
I've seen some innovative new systems that are being developed for turn based combat games. I've lost the name of it, but I personally can't get used to the system in which you wait for a bar to fill up before it is your turn to select a move. Just that wouldn't be that bad, even though I personally just prefer to just select all of my party member's moves at the same time. What really irks me is the situation in which you select a move or something special, while the other bars continue to fill. In most of the times, I just ram the space bar to select "attack" to avoid losing precious "speed" or "dps" by casually strolling through the battle interface. Combat which just requires "auto attack" or button mashing doesn't feel balanced or innovative to me, but maybe I'm just not cut for such a game. Yet, I strongly feel that turn based combat works in turn based RPG's because it's turn based.
7 Originality
Sometimes people try to be original by either adding plot twist after plot twist, starting off with a special event, or try to add gameplay mechanics to have their game stand out. While I do not wish to appear a fanatic conservative gamer, or discourage innovative ideas, I would warn developers about it. Too many plot twists just causes confusion, or would ironically sometimes even make the game predictable, or full of plotholes. If you add something new, like for example a mechanic that requires a party to hunt for food to survive, make sure it fits in the game and is not an annoyance or distraction from the game. People usually say, "write what you know" and I'd like to add "make what you can". In general, execution of what you write and code will make your game stand out much more, than throwing in a few (plot) gimmicks.
8 Large worlds
A lot of developers start off with the set of mind to create an epic large world (like me), but often end up squeezing it down, or solve it by adding a world map. I'm not against world maps, if executed well, but to me, it feels wrong to walk from one side of the map to another in a few minutes, while a standard forest, or mountain range would take 5 times as long. I know a world map helps against backtracking and such, but to me, it just feels wrong to explore new territory on "the map".
I hope you guys understand my ramblings. Reactions would be welcome. If people wish to attempt me to "convert" my ideals; by all means try. I might just learn something.
Last edited by a moderator:

