gerry wrote on 2025-01-29, 13:25:
[short version - what characteristics would make a game perfect for you? any actual games come close?]
The specifics would very likely depend on the genre, but, in general terms (warning, very long post incoming):
A. The game should be fun and interesting to play to me, meaning that there has to be something that would compel me to continue playing. I often think that this quality cannot be narrowed down to a specific list of features, but also depends on my personal tastes and my previous gaming history. Yet if I don't want to spend my time on a game, it will remain an occasional curiosity to me, however pleasant it might be in any other respect.
I also think it is quite noticeable when a game has sprung from a genuine creative effort of its author(s), and is a labour of love, or at least a work of clever invention; as opposed to all other motivations behind creating games, which, sadly, quite often boils down to going for a quick buck and attention-craving.
B. The game should be challenging but fair. I don't mind relaxing gameplay from time to time, but games that require no real effort will quickly become boring.
However, the challenge should be overcome by building your skill and learning the game's workings, not by luck/RNG or by simply going through all available options to find the right solution. For example, I'm not a fan of adventure games where there are "hard" counter-intuitive puzzles that you can only solve if you get an extremely lucky insight, or if you just cycle through all items in your inventory and/or dialogue options with NPCs.
C. I much prefer games with great replay value. If I enjoy a game, it'd better last for as long as possible. This may be achieved by introducing non-linear progression, various game modes, secrets, secret levels, optional ordinary levels and so on. From the more recent titles, I like it when games have clever achievements, that is when you have to accomplish some real in-game feat to get them (unfortunately there are plentiful games that give players completely dumb "achievements", such as for finishing a regular level).
D. Following the above, it's very good when a game is moddable and allows for plenty community content. I love user-created stuff, and the general notion of player creativity is very dear to me. Again, quality user content adds to replay value.
E. It is very desirable for the game to be open source and cross-platform. That will ensure better survival of the game overall, and is a nice thing to have. This also contributes to a much greater degree of moddability. The game does not have to be free as in free beer, I'm quite fine with developers making a buck off their work 😀 All the more I appreciate it if the game is free and open source.
F. A pleasant art style is always welcome. I don't expect every game to be a visual masterpiece, nor do I give much worth to cutting-edge 3D graphics that will make your latest GPU melt; but good art always makes itself visible, and that's a good bonus point.
G. A game is something meant to be played, and I have to confess that I value game mechanics and playability over everything else. However, I will much appreciate a game that will evoke some positive emotional response in me. I completely detest any form of glorification of violence or cruelty, and there are themes and settings that I do dislike, so I will not enjoy certain games that might otherwise hit the mark but go in directions that make them overall unpleasant to me.
I think that's about it concerning the theory, now to some examples:
Tyrian/Tyrian 2000 -- interestingly, this one seems to tick all or almost all of the boxes for me. I missed this game in the 90s when it came out, and discovered it in the early 2010s. Had a blast playing, completed the shareware episode several times in different releases (1.0, 2.0 and 2000), played some other episodes too. The trick is, I'm not a fan of shmups generally, so this one kind of bucked the trend for me. Anyway, the game is notable for excellent art, excellent music, great replay value, lots of game modes and secrets, and so on. The shareware episode alone could count as a complete, full-featured game. Amazing.
Duke Nukem 3D -- out of the famous 90s FPS titles, I'll pick this over Doom, simply because I like it way more. It's an excellent and fairly balanced game with loads and loads of user content, mods and derived games. And in a way, Ion Fury is the perfect successor to Duke3D for scaling everything up while remaining true to the core gameplay and level design philosophy.
Prince of Persia (1989) -- this game excels in level design and world-building. The replay value comes not from optional game modes or extra levels, but from the challenge of conquering the tightly packed 12-level adventure through the trap-filled castle/palace. When I was a kid I did not know of the save game feature, and I'd just play again and again until the clock would run out, making it slightly further each time. I think it's a perfectly valid strategy for playing and learning. At the same time, the labyrinthine dungeons and palace levels in PoP definitely evoke a feeling of a living world in me -- granted, this is one of my first games that I played as a kid, and I might be looking at it through rose glasses. But every level introduces new elements, hazards and enemies, and is completely unlike all the rest. Overall, I do believe it is a game design masterpiece that has not been eclipsed to this day.
StarCraft II: Wings of Liberty -- I only played the singleplayer campaign, which felt perfectly written to me in a number of ways. First off, every mission is so designed that you should complete it in 25 to 40 minutes or so. During the pandemic I'd wrap up my work day an have a try at the next chapter of the campaign, then go to bed. Each mission gives you several achievements of the "clever" kind to be unlocked, encouraging players to master the game and replay the levels. And like the levels in Prince of Persia, every mission is unique and requires the player to do different things with different units. At the same time, all of this tells a story that is, granted, not the pinnacle of sci-fi writing, but it features pleasant characters, fun dialogue and decent world-building. The characters were not particularly deep, but relatable enough to roll along with the story. I don't know how well this would've worked, had I not been a longtime fan of the first game, but it does not matter. At any rate, I did not care for retcons and inconsistencies with StarCraft and Brood War. I had fun playing and replaying the levels, generally had a great time. I wish this game was not only free(-to-play) but also open source, but it doesn't look like this is gonna happen soon.
The Elder Scrolls: Daggerfall -- this game is very much imperfect in many ways, but I like it. It has some great replay value thanks to multiple options for character classes, random quests and a huge game world. I've never been a very dedicated roleplayer, but this game just has this good balance of action and RP, making it appealing to me to come back to it over and over again. Sadly, the source code is lost and Daggerfall Unity is not a 1:1 recreation, but it offers very broad modding possibilities that enhance the experience even further. It also does well to evoke positive emotions in me. I picked this over other titles in the TES series that I've played (namely Arena and Morrowind) because Daggerfall is the perfect example of the mid-90s first-person game, and I like the art style with all the imperfections, partly due to nostalgia.