At 10/2/06 11:15 PM, 23450 wrote:
What makes a good game???
That's a tricky question. By the standard of "good" for this post, I am going to relate "good" to what the Newgrounds audience is seeking in a game. So yes, where to be begin...
It's all about the hook. Take a fish that you are reeling in. The more it tugs, the harder you have to pull it in. Same goes for Flash games. The longer you keep the hook, the longer you are going to be able to reel in the big fish (in case metaphor escapes you, just keep your audience as long as possible).
I have a few ideas.
First, the control. A game that is simple yet logical is going to be able to introduce simple gameplay into the first few levels. The last thing a user wants is a game that is hard to control, or needs multple pages of instructions on what keys to use. The user should within a few seconds learn the controls.
Second, the motivation. The user needs a reason to continue playing. There's thousands of Flash games out there, so why yours? You'll need to give a good reason to the user. Whether it is for high scores, bragging rights, or whatever, give the user something to feel good about. It is so easy to close a Flash window when you paid nothing for it, so make sure you give a chunk of motivational use for playing.
Third, the replay. Most flash games will not have a fantastic replay value, because most are bent on the idea of one play, one go, all done. If you introduce components that are not necessarily introduced in the first round of gameplay, but can be achieved by certain tasks, then there is definitely replay value. Maybe the idea of random levels or goals to achieve to unlock other areas. The biggest factor of replay is the simple implementation of a high score list, which will have users playing time and time again to beat high scores, and better yet, introduce your game to others to start beating high scores?
Fourth, the polish of audio. People will close windows if the sound sucks. It's true. Taking the extra few hours to develop your own sounds or to find some off the internet can be a huge factor in your game. Same for music. Music, if repetitive and boring, will irk the player, and will destract from your actual game. Inversely, no music will make the game boring. Your audience needs filler for sound, so make sure you fulfill it.
Fifth, cross genre. We've seen platformers a thousand times, and we've seen a mouse avoider every other day. Try combining components to make a kick ass game. Sidescrolling fused with RPG? Hot stuff.
Sixth, if you play the stats card, play it right. People are always wowed by numbers like "I have 50 different power ups". It counts for nothing if those powerups do not live up anywhere to the game, or are inaccessible. In fact, people will drag down your score for your failure to meet expectations. Make sure you live up to your claims, and not make a bunch of garbage to make your statistics seem better.
Seventh, take the extremes for time. Fast-paced is extremely popular on the web right now, but in order to hold your audience, you'll need to make your games last as long as a normal Flash game. Keep up your pace, but make sure that the gameplay is actually worth while. Same for slower, puzzle games. Make sure that objectives are accomplished with pizazz, so that users are not bored to death with simple tweens as their accomplishment.
Eighth, give them a score that means something. People love to have something to measure up to others. Generic final scores these days are cutting it thin. Try giving them something like a letter grade or a smaller rating (like nine out of ten). This will define their scores much easier than something like 2352 points, which is meaningless unless at least two games are played.
Ninth, Mise-en-scene. Make sure that everything captured within the viewing area of the Flash is colorful and captures the audience. A wonderful background can make a lot of games feel much more professional. Even something as simple as a light gradient instead of a solid color makes the background insanely better. Understand depth, maybe try playing around with parallax, and have the background move slower than the foreground. Make the evironment interactive, such as the ability to scorch walls or cause damage to surroundings.
Tenth, work with popular ideas, integrate new ideas. That is how the gaming industry has worked for years. No matter what, you'll have a component of a game be part of another game, its unavoidable. However, you can always integrate your new ideas and make a huge splash.
Eleventh, guns, explosions, sex, and rock 'n' roll. Very popular in games right now, but slowly starting to decline. Games like the Sims, Katamari Damacy, sports games in general, other genres and games are definitely starting to rise up among the hack and slash titles that are still quite popular. You'll still see a score boost from a game that sports a few different gun choices and a plethora of guys to kill.
Twelveth, sometimes being unoriginal counts. Remember that you are going to get points automatically for using Mario or Sonic, as much as many may disagree with me. But remember that people are going to be able to judge your game to every other game they have ever played, including console games, so you may have a fight to put up with if you are using other people's characters or ideas.
Thirteenth, the element of surprise. Push the expectation of the user, and integrate parts that were not necessarily covered in the introduction, or that totally flow outside the normal style of the genre. People love a good game that is always jumping outside the normal bounds of what they are used to, and will keep that hook in them for longer and longer.
Fourteenth, give resolution. I have played so many games that end at level 17, and merely say "The End". Make you game end on a solid number, with a solid ending. A solid ending includes a reason why your game ends there, such as a final boss, or an ending animation. Make sure you give that resolution so that users have a reason to want to play it again, instead of being left high and dry. In fact...
Fifteenth, provide narrative if the game so needs it. Self-explanatory, if your game has a story, keep the story going and make the elements of the game run with the narrative.
And thats my thoughts, mostly because I am running out of characters. Sorry for my long words :).