Acmlm's Board - I2 Archive - General Gaming - The most important element of a videogame?
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Slash Dafter
Posts: 584/584 |
Hidden stuff is pretty cool, but a good story wouldn't hurt either. |
Tatrion
Posts: 203/215 |
I like stuff that's hidden. Like battle network games, those have an absurd amount of hidden crap in them. |
supernova05
Posts: 66/70 |
You missed out 'Enjoyability' It must have that. |
Shane -26-
Posts: 235/239 |
Every game has to have a good story to it, unless its a puzzle or something like that |
NetSplit
Posts: 116/117 |
Good music that helps set the mood, a good amount of unlockables to give the player more of an incentive to play through the game and find more stuff, and lots of detail are all things that I enjoy in a game, in addition to the plainly obvious good-gameplay aspect. Have good gameplay, though, and you're pretty much set, as far as I'm concerned. Anything else is just a nice extra to better the game. |
HyperLamer
Posts: 8166/8210 |
It has to be fun. None of those specifically make a game fun. Good design all around (level design in particular) make a game fun. Mario Kart: Double Dash has awesome graphics, and it's fun. Zelda: OoT has pretty good graphics, and it's fun. Super Mario 3 has (by today's standards) crappy graphics, and it's fun. Similarly, Mario Kart 64 has decent graphics, and it's not really much fun. It's because they're well-designed games. MK64 was slow and had mostly plain, uninteresting courses, while MK:DD (or for that matter, F-Zero X which had about equal graphic quality) really give you a rush and have a lot of bumps, jumps, twists and turns.
Colin
Posts: 11261/11302 |
Hey, you can easily give a shooter replay value. Either have something that's unlocked by grabbing items (new weapons/ships) or simply offer different ships right off the bat when you start a game. |
Ailure
Posts: 11146/11162 |
Unlockables are fun, but they don't have to be too hard. Or at least... not too many of the hard ones. SSBM is a good example. That was one of the few games I had pure bliss with unlocking stuff, at lesat the first time around.
Also, openess and freedom is another thing I like in games, but I also get annoyed at times of I get too much freedom... or at least freedom but no guide or hints where to go next. |
Colin
Posts: 11257/11302 |
I'd have to say unlockables although that would be tied together with replay value. You NEED to give the gamer an incentive to play through the game several times; either to find items or as different characters. |
Tamarin Calanis
Posts: 1793/1802 |
Given that you say you usually do shooters, and gameplay isn't up there (so I assume you know how obvious that is), I'm gonna go with good sound effects. You're gonna hear the sound effects a lot, so...
Unlockables are also good, but in a scrolling shooter (though admittedly, I'm far more familiar with side-scrolling), I generally just wanna sit down and get destructive, without worrying about jumping through hoops to get certain things. |
Setzer
Posts: 531/532 |
I say unlockables, because thats one of the things I look for in games, it's fun to play point a to point b, but giving me extras to look for just make the thing more fun. |
Wurl 4.0
Posts: 242/244 |
It depends on the type of a game, but all are important. Just try to make a well balanced game. |
Cruel Justice
Posts: 1365/1384 |
I'm developing videogames and I cannot quite decide what I should put in it that will draw a crowd. I just need some advice... |
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