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What makes for a good game? In this two-part screencast I discuss elements that help make any game for hobbiests ( as opposed to a party or family game) a good game. It's a summary, not grondbreaking, of course.
The following is the text of the slides; there is more to the presentation, of course, than just this text.
10 “Need to Knows” that Make a (Hobbiest) Game Good
Dr. Lewis Pulsipher
Pulsiphergames.com
“Game Design” channel on YouTube
Overall considerations
Doesn’t matter whether it’s a video game or tabletop
You can’t say “because it’s fun!” – “fun” depends on the player, there is NO UNIVERSAL FUN
Know your audience (NOT you, unless you’re designing only for yourself, not for publication)
You have to satisfy what they think/feel is “fun”
Playtest with your audience
Keep in mind the three kinds of games/game players:
Math (chess)
People (multi-sided games)
Story (Japanese RPGs)
We can’t specify universal “Good Traits”
Because types of games vary so much
party games, family games, kids’ games, games for adults, “adult” games, single-player games, games for more than one player (or more than two), cooperative games, drinking games, etc.
So here we’re talking primarily about “hobbiest games”, games played by adults for whom game-playing is a hobby
Even within hobby games:
some people “hate dice” (chance), some people like them; some people dislike “long” games (however long that is), some people prefer them; some people want to challenged, some just want to relax; etc.
K.I.S.S.?
If it’s a game: "A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." Antoine de Saint-Exup'ery
If it’s actually a puzzle: complexity may help make the puzzle harder and the “game” last longer before it’s solved
Most single-player “games” are mostly or entirely puzzles
“Multiplayer solitaire” is a puzzle
The List
Interaction (with players, with the game)
Interesting, non-trivial choices
Replayability
Memorability
Player control
Balance (fairness)
Customization
Easy-to-use interface
Asymmetry
Hook/early play
And we have an 11th that isn’t something to make games good, it’s something to make games more marketable: visual appeal
Interaction (with players, with the game)
Two major types of interaction
With the game (the environment, the system – PvE)
With people (which, obviously, requires at least two players - PvP)
Single-player games/puzzles have virtually no people interaction
And several flavors of people interaction
Targeted (hinder or help specifically and immediately)
Or Anticipatory (blocking)
Direct (player-to-player)
Or Indirect (temporarily controlled intermediating entities involved)
(I will do a separate screencast about interaction…)
Interesting, non-trivial choices
Sid Meier’s (Civilization, Pirates) definition – a series of interesting, non-trivial choices (or challenges)
As for trivial:
Chutes & Ladders, Candyland, LCR (Left Center Right), have no choices at all
For children or for (slightly drunk) partiers
But they’re not “hobby games”, either
And “solved” games have no choice in practice, such as Tic-tac-toe
Replayability
Avoiding “sameness” in a game, providing new experiences
Phases provide replayability, of a sort, within a single game
See my blog post, http://gamasutra.com/blogs/LewisPulsipher/20120624/172937/Phases_in_Games.php (Sorry I can’t make that clickable)
Or my screencast about level/adventure pacing on my Game Design YouTube channel
Replayability can come from depth (nature and quality of decisions), or from sheer variety, or both
Designer can include variable setups (such as Settlers of Catan’s hex tile board layouts), additional scenarios, characters, other asymmetric aspects
Memorability
The events in the game are so striking that players discuss them after (and long after) the game is done
“Water-cooler moments” or “the anecdote factory”
How do you make a game memorable?
It’s harder to do with an abstract game (even one with an “atmosphere”)
When events can be related to some reality, they’re easier to remember
Variety, whether from lots of options or from depth of options, can throw up memorable moments
Games where players “write their own story” (emergent, sandbox)
And a game where the story is imposed on the players is memorable (but that quickly wears out, it’s kind of a one-shot) (progressive, linear)
Player Control (?)
Hobby gamers like to feel that they have some control over what happens to them
Especially the really “serious” players
On the other hand, some players, especially casual, are happy to go along with a story (I call it, “being led around by the nose” – I like control)
So one person’s feast is another person’s famine
Balance (Fairness)
Fairness is important in the West, not so much in East Asia
Appropriate reward for effort & skill (single-player)
An equal chance to win (more than one player)
Balance of power of character classes (in “experience” games)
No advantage in going first (or last) in turn-based games
Chess is very unfair (white wins far more than black), but tournaments are organized to account for this
Customization
Ways for a player to modify the game as they like
Especially in character creation
Or as in Risk Legacy, where customization is available (and, MOST unnecessarily, destructive)
Games that lend themselves to variants, such as Diplomacy
Level editors in video games
Relatively easy modding in video games
Easy-to-use interface
All games have interfaces – ways to manipulate and command the game, and to find out what happens
Board and card games have been around so long, interface tends to be standardized
A poor interface can ruin the experience of playing a game, especially a video game
Moreover, Interface is one of the parts of a game where non-standard methods should be avoided
They throw players off their game
Asymmetry
Symmetric – everything/everyone starts the same
Asymmetric is the opposite – typical in two-player historical wargames
Asymmetric presents more problems and more opportunities – built in replayability
But it’s much harder to balance (my bane: Britannia)
Hook/early play (21st Century)
In days of Instant Gratification, you have to grab a player early in a game, or they might quit
Really, before he or she plays the game (this is where miniatures make a big impact – the “toy factor”)
A strong hook is also important for marketing in days when there are thousands of games published, instead of dozens
“Discoverabilty” is a big problem
“What happened to Story?”
All games have narratives (an account of what happened), but thousands have no formal story (something constructed to entertain, with plot, characters, conflict, climax, resolution, etc.)
Historical games are more or less in between
Some players aren’t interested in games without formal stories – but most players don’t require them
I have to say, many video game designers appear to be frustrated fiction writers
See/hear “Are you a game designer or a fiction writer” on my Game Design YouTube channel
Marketing (Modern): Visual Appeal
Many modern games depend heavily on visual appeal
Take a game as simple as (and as solved as) Tic-tac-toe and make it look really good, and some will buy it
Battleship is an example, a traditional graph-paper game made to look much better (and 3D) at great cost
People who don’t even play chess will buy fancy chess sets
Miniature figures sell lots of not-very-good games – the “toy factor” is powerful
Fun?
A graphic about the variability
of fun
From Rob Donoghue
on Google+
Made with RPGs in mind, I
think, but applies generally.
Lots of possible axes, not just
Challenge and Story
More details in . . .
All of these issues are discussed at much greater length in my book-length audiovisual course, “Learning Game Design, as a job or a hobby”. See PulsipherGames.Com for information (and a discount).
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