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Things you wish a game dev would do

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106)   1 May 2008 12:58
Xerosch
Anonymous Source
Posts: 6
Joined: 19 Apr 2008

1. Story, gameplay and atmosphere are far more important than having the greatest graphics

2. Singleplayer Mode is not an extra, but a crutial element for buying a game

3. Endings are there to reward a player and wrap things up, not to show 15 seconds of escaping
3.1. Not everybody likes cliffhanger endings. It makes you feel like you played a half finished game

4. Don´t force quicktime events into games (aka Yahtzee's rule)

5. I´m sick of playing Navy, G.I. or Army specialists that are made of steel and coolness. The average player doesn´t have a inferiority complex (positive examples: Garrett of "Thief", Jimmy of "Bully", Yuri in "Sahdow Hearts")

6. Bring back subtility into games (compare Condemned's staging with Condemned 2's or Silent Hill 2/3 with Silent Hill Origins)

7. Take the driving stuff out of Jump & Runs

8. Main characters should talk. Chrono Trigger/Cross and the Half-Lifes were great, but a mute hero isn´t really charismatic. I understand that they are meant to be mute to let the player fit into their role, but it doesn´t work for me. Some neutral or fitting comments in some situations would perfectly compensate.

107)   14 May 2008 04:51
Sasha Janre
Copy Clerk
Posts: 88
Joined: 30 Apr 2008

thebobmaster:
I've got it...a Trigun video game, made by Valve.

WIN!

But you lose health when you get drunk and act like a tit. But maybe the tie on your head will give you an atk boost?

EVERYBODY PEACE AND LOVE

108)   16 May 2008 17:56
dukethepcdr
Paperboy
Posts: 49
Joined: 9 May 2008

I wish game developers would come up with a new game genre and I wish game publishers would have the guts to publish it and not pass on it because it doesn't fit into one of their preconcieved notions of what a marketable game is. There are some genre bending games out there, mostly flash games on the 'net, but very few genre creating games.

Oh, and as someone who has actually had some sword fighting training myself, I wish developers who are making games with swords in them would give actually fighting with a sword a try. If they did, they'd see how different real sword fighting is from what they see in movies and in other games. If I fought like they do in games and movies, I'd get beat every time by the other guys in our club.

109)   16 May 2008 17:59
dukethepcdr
Paperboy
Posts: 49
Joined: 9 May 2008

Xerosch:
1. Story, gameplay and atmosphere are far more important than having the greatest graphics

2. Singleplayer Mode is not an extra, but a crutial element for buying a game

3. Endings are there to reward a player and wrap things up, not to show 15 seconds of escaping
3.1. Not everybody likes cliffhanger endings. It makes you feel like you played a half finished game

4. Don´t force quicktime events into games (aka Yahtzee's rule)

5. I´m sick of playing Navy, G.I. or Army specialists that are made of steel and coolness. The average player doesn´t have a inferiority complex (positive examples: Garrett of "Thief", Jimmy of "Bully", Yuri in "Sahdow Hearts")

6. Bring back subtility into games (compare Condemned's staging with Condemned 2's or Silent Hill 2/3 with Silent Hill Origins)

7. Take the driving stuff out of Jump & Runs

8. Main characters should talk. Chrono Trigger/Cross and the Half-Lifes were great, but a mute hero isn´t really charismatic. I understand that they are meant to be mute to let the player fit into their role, but it doesn´t work for me. Some neutral or fitting comments in some situations would perfectly compensate.

I totally agree with number 8. I love games where the hero talks and you get to decide what he says like in Deus Ex and games like that. It's fun to see what the NPC says in response to your choices, especially if the game has an engine where your choices have an effect on the ending of the game. Those are the games where I feel like I really am the character and not just watching him do stuff.

110)   16 May 2008 18:10
thebobmaster
Gone Gonzo
Posts: 3666
Joined: 28 Nov 2007

Sasha Janre:

thebobmaster:
I've got it...a Trigun video game, made by Valve.

WIN!

But you lose health when you get drunk and act like a tit. But maybe the tie on your head will give you an atk boost?

EVERYBODY PEACE AND LOVE

THIS WORLD IS MADE OF....LOVE AND PEACE!

111)   16 May 2008 19:24
PedroSteckecilo
Gone Gonzo
Posts: 1060
Joined: 7 Feb 2008

thebobmaster:

Sasha Janre:

thebobmaster:
I've got it...a Trigun video game, made by Valve.

WIN!

But you lose health when you get drunk and act like a tit. But maybe the tie on your head will give you an atk boost?

EVERYBODY PEACE AND LOVE

THIS WORLD IS MADE OF....LOVE AND PEACE!

Are you sure a Trigun game made by Kojima wouldn't be better? Controls would be complicated, and there would be lots of cutscenes but it would look COOL!

Also Xerosch has phrased what I want out of games perfectly. Especially with the last one, less Gordons/Chrono's and more Commander Shepards and Yuri Hyuga's (Shadow Hearts Series)

112)   16 May 2008 19:32
Anarchemitis
Gone Gonzo
Posts: 2012
Joined: 23 Dec 2007

I've got it! A game that takes place in the Bible!
Seriously, in King David's time there were some pretty freaking awesome bloody wars perfect for God-of-War-meets-battlefront-esque Sword fighting games.

113)   16 May 2008 21:45
TheMadDoctorsCat
Beat Writer
Posts: 150
Joined: 2 Apr 2008

I wish that someone would develop a great engine for interacting with NPCs. One that would make it just as likely that a wolf would run away and hide from you as it is that it would fly at your throat. One where everything animate could be friendly or neutral as well as hostile (except for the really nasty monsters of course, but they'd be the exception). One where you could negotiate or barter with goblins or bandits perhaps, instead of getting into an unavoidable to-the-death fight. Also, characters would react differently according to what they'd seen you do (a civvy who's seen you hand money to a beggar is going to react very differently than one who's seen you stab the beggar in the throat), what their and your circumstances are, what clothes or armour you wear, etc. Seriously, is it that difficult, given the technology we've got at the moment? If you can make a playable engine like Bioshock's, you can certainly do what I've said above. But nobody ever has yet.

I could imagine a great RPG that could be made like this. It would mean that "personality" as a statistic meant something other than just spellcasting ability, speechcraft could be vital to a stealthy or negotiator-type character, and best play strategy would incorporate lots of non-fighting elements, as well as several actual fighting ones that can't be used effectively when there's really only one tactic that hostile NPCs use - all out offence. (Mastery of the bow for example - in games like Oblivion, the bow is practically useless when every other living thing you're likely to come across anywhere other than on city streets is guaranteed to go for your throat before you've got time to draw it. What if you could use your bow on retreating NPCs, or ones that stay at a distance without attacking? What if NPCs like wolves waited to gang up on you with other nearby wolves before going after you - would you be able to spoil their plans with a well-timed bow shot or throwing dagger? And would killing one wolf with a bow cause others to run away in panic or attack out of rage? What if different wolves reacted differently, randomly or according to how many others were nearby?)

The effect of always hostile NPCs is that only an absolute nitwit would choose to play a "stealth" or "personality" type character over one who's a master at hitting people with swords, summoning demons or spewing high-level fireballs. In 95% of RPGs that I've played, there's practically no point in choosing any character except a high-level wizard or warrior. I put this entirely down to the total lack of intelligence when dealing with non-human characters. Does it have to be this way?

114)   16 May 2008 22:24
GoldenShadow
Anonymous Source
Posts: 9
Joined: 13 May 2008

X nosgoth X:
Make games where 16 people can fight together online against mindblowingly large masses of enemies (random example: 16 Spartans against a Covenant army, rather than groups of 7 or 8). Of course, I realize this isn't really possible yet at this point in time...but there's always hope...

[Edit: There's, of course, also a chance that games like this already exist, but that my living under a rock has kept me from knowing about it.]

Tribes 2 had 64 player internet/lan multiplayer. And that came out way back in 2001

http://en.wikipedia.org/wiki/Tribes_2

115)   17 May 2008 02:18
Papaya Melancholy
Paperboy
Posts: 35
Joined: 6 Apr 2008

I want a game set in a historical time in an interesting place!!

Without dumb orientalism or whatever!!

But with...

I M A G I N A T I O N ! !

116)   17 May 2008 04:56
defcon 1
Muckraker
Posts: 241
Joined: 3 Jan 2008

TheMadDoctorsCat:
If you can make a playable engine like Bioshock's, you can certainly do what I've said above. But nobody ever has yet.

nobody? Bioshock uses the Unreal 3 engine. That's one of the more famous ones.

Make some Action/Adventure MMO games.

In fantasy games, make some of the good guys have cool creatures on their side. Villains get Dragons, Trolls, Wraiths,Demons,Golems,Goblins etc. Meanwhile, the good guys only get Humans, Humans with pointy ears and long hair, and mabey a Horse or Griffin.

117)   17 May 2008 04:56
Anarchemitis
Gone Gonzo
Posts: 2012
Joined: 23 Dec 2007

Papaya Melancholy:
I want a game set in a historical time in an interesting place!!

Without dumb orientalism or whatever!!

But with...

I M A G I N A T I O N ! !

You mean like being the most awesome Con Artist in all of Renaissance Venice? (Yes, I just came up with that and it is a very awesome video game idea. All you have to do is think about not 'Theif'.)

118)   17 May 2008 05:40
KapnKerfuffle
Copy Clerk
Posts: 53
Joined: 17 May 2008

Anarchemitis:
I've got it! A game that takes place in the Bible!
Seriously, in King David's time there were some pretty freaking awesome bloody wars perfect for God-of-War-meets-battlefront-esque Sword fighting games.

My God, it was right there the whole time... It would piss off all the right people too. I love this idea!

119)   17 May 2008 07:17
essexfuzz
Anonymous Source
Posts: 3
Joined: 15 May 2008

Erase the hud OR if the game has to have a hud make it move around at regular time intervals. This is to prevent screen burn in

120)   17 May 2008 07:57
TheMadDoctorsCat
Beat Writer
Posts: 150
Joined: 2 Apr 2008

defcon 1:

TheMadDoctorsCat:
If you can make a playable engine like Bioshock's, you can certainly do what I've said above. But nobody ever has yet.

nobody? Bioshock uses the Unreal 3 engine. That's one of the more famous ones.

Make some Action/Adventure MMO games.

In fantasy games, make some of the good guys have cool creatures on their side. Villains get Dragons, Trolls, Wraiths,Demons,Golems,Goblins etc. Meanwhile, the good guys only get Humans, Humans with pointy ears and long hair, and mabey a Horse or Griffin.

I meant, nobody has come up with a good system for NPCs yet. I don't particularly care about Bioshock, it was slightly disappointing given the extreme hype that surrounded it; it just happens to have an extremely effective engine when it comes to you (or your enemies) interacting with the environment. I'm sure UR3 didn't allow you to set oil on fire to burn your enemies with, or electrocute them by shooting an electric burst at the water they were standing in. Take that kind of thinking and apply it to NPC character design, and you have a much better result than what you see in RPGs like Oblivion.

121)   17 May 2008 11:34
Librarian Mike
Paperboy
Posts: 24
Joined: 16 May 2008

I wish developers had a program that released a virus into the computers of people who make sexist/racist/homophobic comments in online games.

122)   17 May 2008 11:46
ZippyDSMlee
Press Junketeer
Posts: 360
Joined: 1 Sep 2007

1.Arbitrary whatever get rid of it,its a waste of dev time to waste time on crap you don't HAVE to put in a game but you stick it in anyway and bring the whole product down.

2.Continuity in game design;example FALLOUT 3, one dose not take beloved game rape it and repackage it for better lubless sheeple penetration, really WTF what are you doing the media industry has issues with taking an IP and remaking it in their image wit li regard as to what it is they are doing knowing full well it will sale regardless.

Not saying FO3 is bad persay but its not FO, how hard would it have been to put a real real time mode in it, who cares if it comes out being 2 different games you'll sale it to more of the market just because you added to the formula and not remade it....

3.How about less hot stinky anal carnage in game design to market down the Gdamn product and more flowing well made mechanics and level layouts that I dunno channel and reward the gamer as being fun, you have online distro to push crapfest twitch games ya know...makes me wonder why halo ep 3 was not just a digi distro game there is not enough there to warrant the 60$ price tag......

123)   17 May 2008 11:50
ZippyDSMlee
Press Junketeer
Posts: 360
Joined: 1 Sep 2007

TheMadDoctorsCat:

defcon 1:

TheMadDoctorsCat:
If you can make a playable engine like Bioshock's, you can certainly do what I've said above. But nobody ever has yet.

nobody? Bioshock uses the Unreal 3 engine. That's one of the more famous ones.

Make some Action/Adventure MMO games.

In fantasy games, make some of the good guys have cool creatures on their side. Villains get Dragons, Trolls, Wraiths,Demons,Golems,Goblins etc. Meanwhile, the good guys only get Humans, Humans with pointy ears and long hair, and mabey a Horse or Griffin.

I meant, nobody has come up with a good system for NPCs yet. I don't particularly care about Bioshock, it was slightly disappointing given the extreme hype that surrounded it; it just happens to have an extremely effective engine when it comes to you (or your enemies) interacting with the environment. I'm sure UR3 didn't allow you to set oil on fire to burn your enemies with, or electrocute them by shooting an electric burst at the water they were standing in. Take that kind of thinking and apply it to NPC character design, and you have a much better result than what you see in RPGs like Oblivion.

0-o
the AI is deaf and dose nothing compared to FEAR,Farcry and other titles that actually worked on their AI.
Sure it has 2 token routines(cover:health station,cover: water) that make it seem above average but its just a coat of paint to distract you.

Dark messiah has some nice AI as well, I think whats holding back AI design besides hardware is that casuals don't want complicated setups and the industry is more thna happy to sell them less for more....

124)   17 May 2008 12:23
Mathew952
Paperboy
Posts: 40
Joined: 14 Feb 2008

First Off-
Add "Trip Skip". In GTA San Andreas, you could skip the trips during a mission by hitting up on the D-pad. It's not that the driving in the game is bad, or that the driving isn't fun. But the 30th time you have to drive a box truck 5 miles to a drug deal, it gets annoying, not to mention you damage your vehicle on the drive to the location, because it's not fun to sit in traffic. All we want to do Is kill the Russian mobsters, and move on.

Second- I know that games are "4 hardcore Gamerz only!! no nubz allowd!!!" But When I have to die 20 to 30 times in order to pass a certain area (Cough*MoH:airborne*cough) it's not fun. And unless their is some sort of massive pay-off in terms of plot or gameplay for acheiving this, it's not worth it. So do What God of War did, and Max payne did. When the character dies X amount of times, it lowers the combat difficulty, subtly, so that maybe you take 3 extra hits, and the enemy AI is a little dumber, and your bullets do more damage. It's shameful that we used to do this on PS2, yet we can't on the Next-gen supercomputers.

Third- I should never have to Walk around a mansion an go up to each door to check if it's locked. If you have a door, I will assume it can be opened. Rainbow Six let's you open every door. Oblivion does too. It's been done many times. When you have a rocket launcher and C4, and your stopped by a rotted wooden door, it sucks. So If you can't open the door, don't put a door there. I don't have to waste time with it, and it makes the game more fun. Red Faction got this right, let me blow the door down.

Fourth- Make intelligent friendly AI. Why is it that in R6V2, The enemy can throw a smoke grenade, leave men in front, and go around and flank me, But my Friends can't even shoot the enemy 60% of the time. Also, If your AI is retarded, don't make me fail the mission because "Chavez is Dead".

Fifth- Make a game where you just blow stuff up. Like mercenaries, only more realistic.

125)   17 May 2008 12:26
Mathew952
Paperboy
Posts: 40
Joined: 14 Feb 2008

Also, Most Importantly

MAKE A GOOD DIE HARD GAME.

126)   17 May 2008 12:29
Mathew952
Paperboy
Posts: 40
Joined: 14 Feb 2008

TheMadDoctorsCat:
I wish that someone would develop a great engine for interacting with NPCs. One that would make it just as likely that a wolf would run away and hide from you as it is that it would fly at your throat. One where everything animate could be friendly or neutral as well as hostile (except for the really nasty monsters of course, but they'd be the exception). One where you could negotiate or barter with goblins or bandits perhaps, instead of getting into an unavoidable to-the-death fight. Also, characters would react differently according to what they'd seen you do (a civvy who's seen you hand money to a beggar is going to react very differently than one who's seen you stab the beggar in the throat), what their and your circumstances are, what clothes or armour you wear, etc. Seriously, is it that difficult, given the technology we've got at the moment? If you can make a playable engine like Bioshock's, you can certainly do what I've said above. But nobody ever has yet.

I could imagine a great RPG that could be made like this. It would mean that "personality" as a statistic meant something other than just spellcasting ability, speechcraft could be vital to a stealthy or negotiator-type character, and best play strategy would incorporate lots of non-fighting elements, as well as several actual fighting ones that can't be used effectively when there's really only one tactic that hostile NPCs use - all out offence. (Mastery of the bow for example - in games like Oblivion, the bow is practically useless when every other living thing you're likely to come across anywhere other than on city streets is guaranteed to go for your throat before you've got time to draw it. What if you could use your bow on retreating NPCs, or ones that stay at a distance without attacking? What if NPCs like wolves waited to gang up on you with other nearby wolves before going after you - would you be able to spoil their plans with a well-timed bow shot or throwing dagger? And would killing one wolf with a bow cause others to run away in panic or attack out of rage? What if different wolves reacted differently, randomly or according to how many others were nearby?)

The effect of always hostile NPCs is that only an absolute nitwit would choose to play a "stealth" or "personality" type character over one who's a master at hitting people with swords, summoning demons or spewing high-level fireballs. In 95% of RPGs that I've played, there's practically no point in choosing any character except a high-level wizard or warrior. I put this entirely down to the total lack of intelligence when dealing with non-human characters. Does it have to be this way?

I think GTA 4 might be a start. For example, If you shoot some one, or get in an accident, Cab drivers refuse to pick you up. If theirs blood on your car, people run away from you.

127)   17 May 2008 17:38
Gisgo Elim
Paperboy
Posts: 11
Joined: 7 Feb 2008

I'd like it if an American game dev. would buy the Carnage Heart license from Japan and make a new one for the PC and next gen. consoles.

128)   17 May 2008 18:25
Maruza
Paperboy
Posts: 11
Joined: 19 Sep 2006

How about having the strength of mobs, make sense. In MMOs and RPGs, and..any game really.

Here's a very specific example:

Age of Conan. Before you're level 10 you've been up against giant panthers, cannibals, and demons much bigger than you. At level 20 you're fighting hyenas and snakes and pretty big scorpions.

What the hell? Where's the logic in that?

If their argument is, "it just makes the game more fun this way." I would go with that. But I don't see how this makes anything more fun.

These games are about creating incentives to progress right? New spells, better stats, cooler gear right? How about fighting scarier and more exotic mobs as you progress? I know that devs try to honor this somewhat, but why not honor it completely? It takes very few oddballs to ruin the the immersion factor in games.

I rather judge how dangerous a mob is by its appearance, rather than the numerical tag in its name.

129)   18 May 2008 03:33
defcon 1
Muckraker
Posts: 241
Joined: 3 Jan 2008

If you can make the level load faster after you died, Do it! In games like Half-Life, dying means the level has to be loaded again, versus CoD4 and Bioshock where bringing us back to the game's instantaneous.

I don't see why it would be so hard to do. Everything in the game is loaded into memory and processed, right?

There are some games that display a "you died" or "you lose" screen for a bit too long before actually loading. No game should do this. 5-10 seconds may not sound like much but after dying consistently, this issue becomes a fairly large annoyance. I'm sure I'm not the only one rapidly mashing the 'continue' button out of anticipation to play again. Every game should let you instantly tap your way back into the game, or the loading screen if they really have to.

Skipable cutscenes, please!

130)   19 Jun 2008 17:10
Vanguard_Ex
Paperboy
Posts: 32
Joined: 19 Mar 2008

propertyofcobra:

Vanguard_Ex:
Make an FPS with actual realism. I don't mean like bullets penetrating walls or enemies that jump out the way of grenades, I'm talkin' enemies that drop their gun and scream in pain, then run like hell when you shoot them in the arm. And when a grenade drops nearby, your character yells in fear. When there's bullets flying overhead with nothing but a pile of sandbags between you and certain death, your hands shake and you occasionaly clumsily drop your gun.

....Yeah. See, you know what you call a soldier who drops his gun and flees like a little girl at the first sign of danger or pain?
You call him DEAD.
A good soldier will have been seasoned and trained through live-fire exercises even before he gets to the field of battle to NOT shake and drop his gun like a clumsy freaking idiot and generally act like a fearful jackass as soon as the bullets start flying.

Now if you used the Euphoria engine (spelling might be wrong there) to simulate injury reactions in a manner not seen since the original Soldier of Fortune, THEN we've got realism going, as the game will take into account the physical bullet impact as well as simulating pain reaction on the go without pre-rendered animations.
THAT is the sort of realism you speak of. Not "Oh yeah you got shot so you drop the gun and run like a girl, and get gunned down like the not-soldier freaking loser moron you ARE.".

No, you call him human. You know, human? The things with emotions, that usually break down when they see another member of their species ripped apart by metal projectiles? Soldiers aren't some different breed of human that are completely impervious to fear, where the fuck do you think the word 'morale' comes from? So, by your logic, people who are scared in the wake of their own mortality are 'not-soldier freaking loser morons'. Yeah, I call them normal, funnily enough. Think before you vomit.

131)   19 Jun 2008 18:05
Anarchemitis
Gone Gonzo
Posts: 2012
Joined: 23 Dec 2007

My cousin works for EA in Burnaby (The majority of EA Sports production) and he told me that many of the people working there that he talks to would love to do a game that's new, crazy, inventive and artsy with all them cel-shaders, but the big bosses never do out of fear that it wouldn't appeal to many, or get good ratings and other video-game-bureaucratic crap like that.

I suggested to him a cool idea for this Space Cowboy kind of game about a planet whose nearby celestial bodies make it difficult to avoid collision with the planet, stranding many beings on all sorts of species and languages. There would be no money, only bartering. It'd be a cool FireFly-esque sandbox game.

132)   19 Jun 2008 19:09
Rob Sharona
Beat Writer
Posts: 188
Joined: 29 May 2008

Fix bugs that QA testers find. QA testers get a lot of flack for not finding bugs, but devs will leave thousands of bugs unfixed.

133)   19 Jun 2008 19:10
Rob Sharona
Beat Writer
Posts: 188
Joined: 29 May 2008

Anarchemitis:
My cousin works for EA in Burnaby (The majority of EA Sports production) and he told me that many of the people working there that he talks to would love to do a game that's new, crazy, inventive and artsy with all them cel-shaders, but the big bosses never do out of fear that it wouldn't appeal to many, or get good ratings and other video-game-bureaucratic crap like that.

I worked for EA as well, and there is a really nasty clause in your contract. If you think of a game idea whilst in their employment it becomes the property of EA if they can prove it.

134)   19 Jun 2008 19:11
Zombie_King
Muckraker
Posts: 247
Joined: 26 May 2008

Something original.

Nothing with anyone in super-powered armor suits firing insanely powerful guns.

Anything with zombies and normal people.

135)   19 Jun 2008 19:16
Zombie Badger
Copy Clerk
Posts: 59
Joined: 4 Dec 2007

Apart from the obligitory; No escort quests, intelligent AI, less releasing the same game every year, and for fucks sake Crytek, stop putting wierd creatures into your games, as both have gone to shit after they were introduced, I would like to see a game based on the Korean war.

136)   19 Jun 2008 19:46
Dexter111
Copy Clerk
Posts: 54
Joined: 10 Oct 2007

There was a pretty nice article about this: http://www.cracked.com/article_16196_7-commandments-all-video-games-should-obey.html

The most important aspects of gaming for ME are:

Immersion/Story:
Example: Baldur's Gate, KOTOR, Jade Empire, Dreamfall, Gothic, Grim Fandango, Fallout 2, Planescape, Silver, some of the older Adventures like Sanitarium, Broken Sword or Gene Machine

Anti: Oblivion, Half Life 2, Icewind Dale

Probably THE most important thing in SinglePlayer games (at least for me), a game can look like crap (or almost) and still be 2D and whatnot if it is immersive and can cast a spell over you. Baldur's Gate is probably the prime example here, which had a low resolution even for the time it came out and also had its other faults but I haven't seen a single game since, I had soo much fun playing (and that for a LONG period of time).

Oblivion is a good example for a game where you mostly run around in a huge world doing nothing over and over again and you have to rescue the world on the sidelines... the characters are dull and the world feels empty and cold... if you clear a dungeon of its inhabitants new ones will be back within a matter of days and everyone else in the world, even the peasant who tries to rob you off a few coins seems to be getting "epic" in the same time you do, but I think Yahtzee explained it better than I ever could: Click Here

Fun/Having a Challenge:
Example: Mario, Mario Cart, CS:S, Battlefield 2, Earthworm Jim, Worms, Rayman: Raving Rabbids, Monkey Island, Discworld, Sam & Max, Simon the Sorcerer (first 3), Tomb Raider, The Lost Vikings, Serious Sam

Anti: Assassin's Creed, Mass Effect, Septerra Core, Doom 3 (lots of games that are overly repetitious and don't even have the greatest of balance... lots of the MMORPG's and games where you have to kill/explore an insane amount of stuff which isn't fun just to continue with the storyline)

Games that are simply fun to play alone or against friends... who hasn't played a little Mario in his time and simply adored the little guy jumping up and down on endangered species and using them as a weapon, climbing down dirty drainage pipes or had fun beating the hell out of the bad guys as Earthworm Jim?
Who hasn't once tried an addictive online-shooter and played against friends just to inform them they've got a "headshot" right after and who hasn't ever played a party of Worms or fooled around with Sam & Max?
The frustrating opposite is most likely when you DON'T want to do something... like you want to see how the story in a game continues but you know you will have to kill 1000 "bad guys" before you get there in the similar recurring pattern... over... and over... and over.
Or when you have to do the same stupid missions with a few interchanged words to get anywhere and grinding in MMORPGs for a higher level falls in the same category.

Novelty:
Example: Portal, Dungeon Keeper, GTA, CellFactor, Deus Ex, Theme Hospital, Lemmings, Incredible Machine, Black & White

Anti: Call of Duty, Stranglehold, lots of Shooters, LOTRO

Games that bring novelty or cool new ideas to my favorite gaming platform are always exciting and usually fun... unfortunately there's not enough "original" stuff out there and you'll stumble over one of these maybe once every two or so years. Portal, Dungeon Keeper & Lemmings were some of the games I had A LOT of fun playing for a while and discovering new ways to do stuff and actually using your brain for once instead of mowing everything down with a rocket launcher or a bigass sword for a change was just something else...

On the other side we have games like Call of Duty, Stranglehold or most of the MMORPGs that just can't stop copying themselves over and over again, put in a few new lines of dialog and update the graphics to 2.1 and there you have your new game... it's especially fun if the gameplay mostly consists of running around shooting people without a single twist in the plot or something "new" that might GOD FORBID surprise you or not take you by the hand.

Leveldesign/Adversity:
Example: WoW, Battlefield, Team Fortress, Stranglehold, Baldur's Gate, Psychonauts, lots of the older 2D-games that had hand-drawn background and objects, which looked different in each and every level

Anti: Gears of War, Far Cry, Doom3, Bioshock, Crysis, Blood, SiN, Oblivion, King's Quest: Mask of Eternity

This is a complicate one to explain... basically I mean two things, how well the level has been built and how well it works (especially useful in online play when both teams have the same chances) or how well they build an alien ship (does it seem strange, fascinating, exciting or is it just another lump of metal you've seen before), a maze (do you get disoriented and a little scared or beset (these are good things in a maze) or do you always know where you are and it only feels like walking to work the 2nd or 3rd time), does a level in a horror-game make you jumpy or bored? are you affraid when the boss jumps out or laugh him in the face etc.

The second aspect is how much adversity there is... it's BAD if all the maps and places look exactly the same, take Bioshock, Gears of War of Far Cry/Crysis... in the first one you have an insane amount of corridors that look the same or similar with minor changes... all are sort of green-brownish with the same advertisements and posters all over:
Click Here
http://www.freeki.es/videos/Bioshock_30.jpg
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Is it like Gears of War, in which your only way of knowing where you are is getting sensitized to the whole different levels of gray that exist?
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or is it like Crysis, in which you have a load of palms/trees and vegetation:
Click Here , a bit more trees and vegetation:
Click Here and even a bit more: Click Here and finally you got FROZEN palms and vegetation: Click Here not to talk about all the enemies you have to fight in these games which seem ALL THE SAME (okay in all fairness Crysis has a short passage in an Alien ship and on a aircraft carrier)
Oblivion also has the same pastures over and over in this whole amazing "giant open world environment".

While games like World of Warcraft, Stranglehold or Baldur's Gate were usually different and each level had its own "style" or look you could distinguish it from the others with...

Graphics/High-End:
Example: Crysis, Bioshock, Mafia (2), Assassin's Creed, STALKER
Anti: Neverwinter Nights, Half Life (1), Broken Sword 3

The pro is pretty self-explanatory...

The worst thing that you can do right here for me is trying to use a technology before it's ready to be used... NWN for example was one of those games, I'd MUCH rather have had another Infinity Engine game with a higher resolution and voicing etc. instead of a game that looks like a bunch of blocks put together with low quality textures and polygons everywhere on top of that and animations that look like they come from hell...
Click Here
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compared to:
Click Here
Click Here
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(with fine hand-drawn details and unique objects everywhere)
NWN2 & The Witcher were also a big improvement in that way with vegetation and lots of better textures etc. but it still looked like being built within a sandbox...
That's probably also one of the main reasons why I wasn't into FPS much before titles like Soldier of Fortune and Jedi Knight 2, that at least looked somewhat promising came out...
Mass Effect also has some of those "kinks" with low quality textures here and there, not enough diversity in level design and terrain generators that don't go over how hilly a landscape is supposed to be...

Addiction/In some cases also Modability:
Example: Diablo 2, WarCraft, StarCraft, Ultima Online, WoW & lots of MMORPGs, CS:S, Battlefield (2), Team Fortress (2)...
Anti: DarkStone, games that you get fed up with playing after a few minutes or hours because you've got enough.

I don't know why... but some games like Diablo or Warcraft/StarCraft and a lot of online shooters kind of "bind" you to play for a while, and even when you stop for a few months you might end up back there after that... I think I'll count that as a good thing, maybe not exactly in MMORPGs, because they aim to keep a person playing for as long as possible to make more profits, especially when some of the content is crap, nothing but repetition and the "keeping someone playing" is mainly based on social connections said person develops inside the game with other people and some kind of sense of obligation to go on raids or whatnot and also on not wanting to let that go, which you worked so hard for when quitting the subscription, but a certain amount of it is certainly good... you wouldn't play shooters for more than a few days if it weren't, because you basically play the same map with the same weapons over and over again and often even with the same people :P

Combining all of those to a certain extent for me would most likely make the perfect game, but I don't know if it's even possible... especially because Addiction and Repetition usually go hand in hand.
... And for god's sake, please put high quality videos and textures in with the game (for people with proper machines or even the future), even if it might increase the disc-size by one or if you have to put it on Blu-Ray as a special version or offer them to download via Internet or whatever optional but I CAN'T stand it to have to watch 800x600 videos on stuff like Gothic3 or Bioshock or whatever I can play at a resolution of 1680x1050 or even over...

137)   19 Jun 2008 20:25
Yx0que
Anonymous Source
Posts: 2
Joined: 20 May 2008

1. More games like Shadow Of The Collosus. I haven't finished it yet(13 down)but it is great.

2.More Creativity. Probably not going to happen because of publishers. It's a shame people are afraid of trying new things.

3. Games that make people cry. It can't be that hard. Books do it, movies do it, so why can't games? I really connect with some characters. Like when Eli Vance died, I felt sorry but the emotion wasn't really that powerful.

4. Make running away a valuable strategy. If you want realism you should be able to run away. It's what I would do in most situations I encounter in-game.

138)   19 Jun 2008 20:35
Stammer
Infamous Scribbler
Posts: 613
Joined: 16 Apr 2008

Lvl 64 Klutz:
TRY to do some cool stuff with the Wii... even if it sucks, just do SOMETHING that explores the possibilities.

They did this. It's called WarioWare: Smooth Moves. It's been out pretty much since Wii's release. It's not only one of the most fun and crazy games for the Wii, but it's one of the most fun and crazy games ever. Not to mention, it has microgames for every possible way you could ever hope to wield the Wii Remote.

I wish other Wii games could take a hint from this little gem and make some stuff that actually utilizes the Wii remote the way it should be used. Why is it in Zelda, you hold the Wii remote like a sword, yet you still press "A" to attack? If you switch to your Hero Bow, you should draw your Wii remote back and hold the Nunchuck out in front, like you're drawing an arrow. Then just release the Wii remote and it will shoot. Pick the Wii remote back up again to draw another arrow. Simple!

Edit: And if you have the darn strap on your wrists, it won't break either. In fact, WarioWare:SM even added "DROP IT!" as a microgame.

139)   19 Jun 2008 20:45
shatnershaman
Gone Gonzo
Posts: 1616
Joined: 8 May 2008

Stop making trailers and concentrate on the game its self.

140)   19 Jun 2008 20:45
Stammer
Infamous Scribbler
Posts: 613
Joined: 16 Apr 2008

Maruza:
How about having the strength of mobs, make sense. In MMOs and RPGs, and..any game really. ... I rather judge how dangerous a mob is by its appearance, rather than the numerical tag in its name.

I couldn't agree with you more...

PartyMember>> Dude?
>>PartyMember: *Sigh* What?
PartyMember>> Did you just-
>>PartyMember: Yes, I just got owned by a Lv.75 bunny rabbit.
-PartyMember laughs at Player1 like Elmer Fudd.-