What elements are most important to you in a game?

Verbatum

Rugal's Panther
Joined
Jan 11, 2001
Posts
3,873
Perhaps I should say, in a GREAT game.

1. Artistic values: The look and ambiance of a game is important (to me). If I'm going to be involved in a game for a long time, it needs to interest me artistically.

2. Music: This can make a decent game great, or bad. The music must function, as well as bring the game to a full realization. It must fit by either relation, or contrast. Plus, the compositional style must be solid.

3. Control: If the control is un-responsive, well, there goes that one!

4. Gameplay: Must be solid, and work well within the enviroment.

5. Fun: Well, it must be fun above all!!!! :D

Now, into your thoughts.....
 

chris1

POCKETBIKE NUT,
Joined
Oct 18, 2002
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10,830
It depends on what I'm looking for and what I'm spending for it.
Games for my collection I sometimes/mostly don't care about if its a Great game.
Even though they are all for my collection anyway.

A few years ago I would buy NEW games blindly.
I was living with my mom and was making a good deal of money so I would buy several New games a week...anything..blindly.
Just to have something NEW to play.

But now I'm more particular about what NEW games I buy....
(A lot of the newer games suck)(to damn many games out there)
Games that I think may suck,I won't pay $50.00 for but I may buy them later if I find them for a bargain price.
For instance,I buy about two MVS carts a week.
Most of them I buy for my collection with no caring of how they play.(just to own)
Then I try them and if I like them then I will put them in my minds category of a great game,that I will play often.
..(So that would be gameplay to a point)
some of these games may suck to other people.

But then I look for certain games like the Metal Slugs that I know Are GREAT games,well too me.
(That would be 1 through 5 on your list to me)

Say HALO for instance,that's a GREAT game.
For so many reasons..

A game with bad control or no options to change the control scheme...That will most of the time do it for me...(put on the shelf)
But only after I've tried for awhile to learn the controls or learn to play with the set control scheme.
For instance.
I bought The Getaway and I was so used to playing Vice City that I was frustrated as soon I started playing the game.
The control was so hard for me to get used to.
I couldn't handle the cars or get control of the character right.

But I persisted and keep playing and now I have it down packed.
I didn't think I would like this game as much as I do because I was looking for a Vice City fix.

But this game is awesome I can't stop playing this game.
The realism is incredible.
This game has all the qualities of a GREAT game.

(((So that would be..
1 through 5 on your list and much more.
The car chases are incredibly fun.
I didn't pay $50.00 for The Getaway.
I found it for $35.00 .


I guess Gameplay mostly then..

<small>[ February 12, 2003, 02:45 AM: Message edited by: chris1 ]</small>
 

Devil_Gans

Bu, ,
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Good gameplay, good music, cool graphics, superb athmosphere, style and replayability.Must be enjoyable as well.
 

ForeverSublime

6400|!!|Kyo Clone
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Interesting topic... gives me something to post that I've been thinking about.

I don't believe a game has to be "fun" in order to be played. When I played MegaMan Legends, I was just completely reeled into it. However, it never seemed "fun". I think that it simply did a perfect job in creating a whole world unto itself. The graphics weren't great (some of it was pretty ugly). However, the game had a style that was completely consistant. I don't remember one thing that was out of place in that game. As I sit now, I think I know what it was that I liked about it. It stayed fresh after its initial opening. Now I understand. This game was just like Final Fantasy 1. Every single minute of those games was packed with something new, something fresh. Just when you thought the game was getting old, BOOM. A new weapon. Just when you got tired of lurking in dungeons dungeons... BOOM. A minigame (in MM:L, that is). This wasn't like other games where you played for 60 hours and wasted a bunch of time just "exploring stuff" or whathaveyou. There was a purpose to every moment in that game, and it was not taken for granted.

So, I like consistancy. If you have a game in space set in a galaxy far far away, I don't want to see a city with a cliche 1950's atmosphere with cars with big fins and diners all around (a la Episode 2: Attack of the Clones). That effectively takes away from the original purpose of creating a separate and unique world... and creativity in general. If you want to relate something in the real world to the game, fine, relate a current issue of some sort.

Detail. Doesn't necessarily have to be a graphical detail, just simply a conceptual one. For instance, the background for Space War! could have just been a bunch of pixels for stars. No. That was not good enough. The developer actually wrote a design that was an EXACT map of part of the sky which was not limited to a single screen - it could scroll left and right and still show an exact map (and included intensities of light as well). That's a step beyond right there.

Originality. Just think the very first time the 3/4 view was used, and what a great leap that was... opening up a whole new genre of games.

Effort. When a programmer does something that was thought to be over the boundary of limitations set by a game console. For instance, play the game: Crash n' the Boys: Street Challenge. Play the "swimming" event. Play it once. Then look how it was done. The NES can't really scroll forward or backward like an FPS, nor can it scale forward or backward (like in Super Spy), so the programmer had to think of a way to do that. The background was split into 3 sections. The bottom was the foreground, the middle section was the midground, and the top was the background. Each section was drawn in proportion. So, when the background picture moved down and towards the middle one incriment, it looked like it was MOVING AWAY! I still don't really understand how your characters could move between each of the 3 sections seemlessly. And that brings me to the next thing:

Deception. If a programmer can make me believe something has been done when it really wasn't, kudos to them. The best example I can think of (which may not be a good one since, more than likely, nobody knows what I'm talking about) is the very begging of the Ice Isle level for SegaSonic. There's a part where Sonic is floating down an icy river. Then, he goes under some ice covering the river and pops back out the other side. I always said "man, that's a cool transparency when he goes under the ice". Then I realized, wait... that's not a transparency. It was drawn that way. Furthermore, he didn't go "under" the ice as this game is completely 2D! That just blew me away. Even when I show this to friends and say "what just happened there?" and they say, "sonic went under the ice", they are amazed or at least have some great form of appreciation when I say "No, no. Think about this...". That's a really cool feeling.

Edit: I suppose there are different types of games. Some are just simply meant to be "fun". However, I believe that if the greatest criteria for a game were that it was fun, then the first games we had would have probably just been rehashes of board and card games we play. I think things like controls and such are simply gimmes... things that should be without question.

<small>[ February 12, 2003, 04:50 AM: Message edited by: ForeverSublime ]</small>
 

Plisken

Snaaaaaaake!,
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Must have Good music, Artwork, (well that's Kof 2k1 out the window angry )Clean Graphics, and of course solid Gameplay. Non-Linear structure helps a lot too.
 

Giby

Disciple Of Orochi
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Gameplay would have to be the most important.
It doesn't matter how the game looks just as long as it plays good and has a good chalange.It also
needs alot of replay value.
 

Magician

A simple man who simply loves gaming.
20 Year Member
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10,336
1. Music = will make or break a game for me.
2. Controls = must be either mint in its design or be totally manipulated in the options menu. A crisp response to my input is a must as well.
3. Fun = this varies from person to person and is a certain "unexplainable" factor in video games. I've played a fair share of games that are tops in my friends eyes but I just cannot stand and vise versa.
4. Gameplay = smooth frame rate, no bugs, no collision issues, good camera angles, menu/system layout, etc...all play major roles in my liking or not liking a game.

Other
Production/Artistic Values = a perk and not really a factor in my eyes. I'm not saying it isn't important(it is, very much so), its just not a factor as to what I will or will not play.

Graphics = not...a...priority...

Longevity/Replay Value = not...a...priority...

<small>[ February 12, 2003, 06:27 AM: Message edited by: Shadowland ]</small>
 

Shapermc

Mai's Tabloid Photographer
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Mar 14, 2001
Posts
2,131
Entertaining. That is it. If it is in one way or another. It could be through game play, story, music, or even graphics. Now it is usually that the more components of these adding together make the game better.

Now I know what some of you are thinking "GRAFX WHORE!!!" But think of it this way. Graphics just have to impress me like what ForeverSublime said about Sonic. That kind of stuff impresses me. I sometimes try to explain to my wife and she just looks at me strange.
 

Loopz

Formerly Punjab,
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12,871
Teh graficks! OMG DOAX owns. LOL!!!!1!!
It has too hav gurls wit teh big titttites I can jack of too. Aw yeaaaaaah!
 

FeelGood

So Many Posts
No Time
For Games.
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The game has to be a complete package.

Last resort, for example, has incredible music, great gameplay, but the graphics are a bit pale.

Pulstar has great graphics, great music, but shitty gameplay.

...

Twinkle Star Sprites, Radiant Silvergun, Samurai Shodown III, Ninja Masters, Final Fantasy Tactics and Big Tournement Golf have awesome music, art, and gameplay. And I feel that they are some of the best games of all time. My personal taste.
 

Loopz

Formerly Punjab,
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Radiant Silvergun
OMG, someone else here actually loves RS also. I was beginning to think everyone here hated that game for some unfathomable reason. Personally I think it smokes Ikaruga. RS performs miracles on the Saturn with its' endless line scrolls, great looking 3D bosses, exceptional art design and top notch gameplay. Great anime cinemas and a sweeping orchestral score are just the cherry on the sundae.

I think it really just depends on the game...some games play so well that you can get by with mediocre gfx or music, and some are so beautiful or have such good music that you feel compelled to play it even if it has some shortcomings as far as control/gameplay. EW is right though...the best games usually hit hard in every category...those are the ones that become the true classics you simply won't let leave your collection.
 

leGionellz

Pancho Villa is my Direct Ancestor,
Joined
Sep 11, 2002
Posts
1,755
An Athmosphere and feel of itself like zelda 3, FF3 megaman etc. Besides that, I like it when there's a certain 'kick' in it, like in a lot of neo games. Hard to explain, but for instance KOF98, playing a stage, great music, hard kick and punch sounds, good voices, lots of action and after a win "WWWWWWINNERRRRRRRRRRR". That gives a certain feeling.

Off course gameplay is the biggest key.

I don't really care too much about graphics being better and all, they just need to look good and do the job. I still think for instance Megaman 3 looks great.
 

Hot Chocolate

No Longer Yung, No Longer Raoul,
20 Year Member
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1.Art: Seeing as how i'm in school for art all my games MUST have something in either the kickass art or some what good art secton? Look at Shinobi, Radiant Silvergun, or and Neo game and tell me it didn't help the game out at least a lil bit

2.Music: A make or break a game thing for me

3.Origniality: Much like i hate bullshit "music" artist that try to pass themselves off as good music artist *coughNELLYjaRULEjayZcough* I hate bullshit games that are passed off as THE game *coughDOAXcough*. If a game can't stand on it's own two feet with out the use of sugarcoating then fuck it and the bullshit horse it rode in on

4.Control: If I have to get up and do a lil dance and fly out the window to pull off one little move the you are the weakest link, goodbye

5.Gameplay: Just be solid, and work well within the enviroment. Be the game!!

6.Fun Factor:If it's not fun then why play?

7.Replay Value: It's not overly important but it does help, nothing could be more pleasing then beating a game and then unlocking something
 

steveold

Guerilla Warrior
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Nov 7, 2001
Posts
1,732
Games are like girls. Follow with me for a second...

The first thing I notice is how she looks. Immediately that's what registers in your mind. Is this chick hot, so-so, or ugh?

After a while, you realize if you are to stick with her, she must have some substance. Does she play well? If so, it's a damn gift.

Now, is she fun to play? If checked yes, you oughta pat yourself on the back.

And now the final question: Does she have lasting appeal? Will you cum, come, back to her after one conquering?

If yes, then you got yourself one hell of a girl, uh game. :D
Then again, nothing wrong with jumping from game to game... smart guys do this all the time... wink
In fact, sometimes I like to play 3 different games on the same night. Now thats hardcore! lol
 

dullbuoy

Leon Ther,
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Jun 20, 2002
Posts
2,017
Control and then Gameplay. since 3D gameplay is abundant (more than the 2D sidescrolling) CAMERA ANGLE is now pretty high on my list.


and nudity.
 

Baseley09

Hair Group,
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Apr 25, 2002
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Music and graphics.....i dont mean "wow" modern GFX, just well styled for what it is.

Like Valis III buttrock
 
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