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Re: what makes a good game
[Re: spartan131]
#49397
07/18/05 20:32
07/18/05 20:32
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Anonymous
Unregistered
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Anonymous
Unregistered
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Well... A same number of questions may have been asked a couple of times, but I will tell you.
There are several things that can make an impact on realism.
Photo-realistic textures Lighting that can bounce from one object to another (works better with photorealistic textures), texture size/details realistic water (only with shaders and render-to-texture*) stencil shadows can make an impact on realism Physics for cars, balls, etc.
The more detailed and realistic your game looks, the greater the performance impact on customers' computers on which you're targeting at.
Although you can probably make the game realistic and make it down to those who have 16MB VRAM without shaders, it might not be close to realism.
Also, other than graphics, sound, input, gameplay, etc. can affect how good the game is.
I'm going to move this thred to FAQ.
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Re: what makes a good game
[Re: spartan131]
#49401
07/20/05 20:06
07/20/05 20:06
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Joined: Aug 2003
Posts: 425
DocJoe
Senior Member
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Senior Member
Joined: Aug 2003
Posts: 425
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A simple idea distinguishing from all the other ones, just a fast an' easly to play, self explaining, user-friendly game with a very, very, very short story, but well designed panels, models and environements. Think like an idiot and work like an artist. And always have in mind: If someone can't start playing your game within 30 seconds, it flys into the next trash.
Don't take the cake to the party.
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Re: what makes a good game
[Re: DocJoe]
#49402
07/20/05 20:52
07/20/05 20:52
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Joined: Jan 2003
Posts: 4,305
Damocles
Expert
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Expert
Joined: Jan 2003
Posts: 4,305
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My Importance ranking
(Fun to play is above all)
1- Usgae of the game / Controll Interface nothng distracts more than a unlogic way to contol the game the player does not want to controll the game, he wants to play it. The controls are often the first difference you can notice between good and bad games.
2-Gameplay, meaning the overall sense what makes the game fun to the Player
3-Motivation of the Player, the Player must get a task, work on it and get the sweetness of success when fulfilling it. It should not be to easy and reacurrung, but also not to hard in the beginning of the game.
4-Athmosphere of the Game, namingly The Story, Characters to indentify with and an interesting Gameworld
5-Grafix of the Game (as seen number 1 for a lot of guys here... but showing a new AK47 or shader does not mean that they can make a good game)
6-Sound/Ambience/Music
7-It should run smooth, and not have to long loading times.
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Re: what makes a good game
[Re: Damocles]
#49403
07/20/05 23:49
07/20/05 23:49
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Joined: Jul 2005
Posts: 473 San Diego, CA
spartan131
OP
Senior Member
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OP
Senior Member
Joined: Jul 2005
Posts: 473
San Diego, CA
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Yea the beginning of my level is way too hard and I let my brother play it and he said it was too hard... I'm gonna make it easier in the beginning I'm making a FPS game right now for practice, but for my next game, I want to make a simple game, but addictive. Like the games on addictinggames.com  but more advanced.
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Re: what makes a good game
[Re: spartan131]
#49405
07/22/05 18:13
07/22/05 18:13
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Joined: Aug 2002
Posts: 2,692 California, USA
bupaje
Expert
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Expert
Joined: Aug 2002
Posts: 2,692
California, USA
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With RPG style games I like non-linear game play, good story, decent graphics. Personally I like great graphics but games with good lighting, story and effects that immerse you in the gameplay can help overlook graphics and models that aren't state-of-the-art.
I just played the demo of DungeonSiege - Arrana (or something like that) and when I stepped back and looked at it critically, the texture work was not spectacular; don't get me wrong, it was 'ok' but not 'super real.' The cliff geometry was blocky, the towers as well and many other structures (in the demo anyway) but the guys know thier stuff. The cliff textures had rock with snow, the ground and other textures had matching snow drifts and there was a light snow blowing around as well as matching fog so the overall effect worked enough that if I hadn't been looking I would have been blissfully unaware.
I've been sort of narrow focused on 'the perfect texture' but it may be much more important to have a balance of the visual, aural and thematic elements.
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