1) playability
2) fun
3) presentation/look
4) whether or not its worth revisiting
there's probably more...
i also look to specific genres, developers, characters, etc that i know i like and will tend to gravitate that way.
all of these things are said without price being an option. because "affordability" could probably be number one then.
What You Look For In A Game
- tHePhAnToM!??!
- 24-bit
- Posts: 150
- Joined: Mon May 14, 2007 3:14 am
I loved the shadow of the colossus. It was actually the game that made me think of this topic. That game sucked me in so badly. With each colossi gone and his body getting weathered I could almost "feel" what that would be like doing for my love. That is definitely one of the greatest love stories I have ever had the pleasure of unfolding.
I have to give props to taito for making some weird shit!!!
No matter I have to get my hands on their train game.
I think donkey konga was genius. I have to agree originality is a key as well. It is rally hard to find that in todays games. I guess thats why my dreamcast is running nonstop.
Let me change it up a little bit.
WHAT DO YOU GUYS WISH GAMES WOULD INCLUDE????
what things or aspects do you guys want to see more of in recent games??????
I have to give props to taito for making some weird shit!!!
No matter I have to get my hands on their train game.
I think donkey konga was genius. I have to agree originality is a key as well. It is rally hard to find that in todays games. I guess thats why my dreamcast is running nonstop.
Let me change it up a little bit.
WHAT DO YOU GUYS WISH GAMES WOULD INCLUDE????
what things or aspects do you guys want to see more of in recent games??????
"I'm killin you 'cause i can!"
I loved Shadow of the Colossus as well. So I would say that I'd love to see more games like it in the aspect of:tHePhAnToM!??! wrote:I loved the shadow of the colossus. It was actually the game that made me think of this topic. That game sucked me in so badly. With each colossi gone and his body getting weathered I could almost "feel" what that would be like doing for my love. That is definitely one of the greatest love stories I have ever had the pleasure of unfolding.
I have to give props to taito for making some weird shit!!!
No matter I have to get my hands on their train game.
I think donkey konga was genius. I have to agree originality is a key as well. It is rally hard to find that in todays games. I guess thats why my dreamcast is running nonstop.
Let me change it up a little bit.
WHAT DO YOU GUYS WISH GAMES WOULD INCLUDE????
what things or aspects do you guys want to see more of in recent games??????
The fact that you did'nt know how to kill each new colossus and you had to experiment a little in order to see what works and how to get to their weak points.
That you did'nt have to go running around trying too collect things. It was refreshing to have a massive gameworld in which I could go wondering around in without worrying about if I've missed something because I have'nt searched every little nook and cranny. Would to love to see more developers create gameworlds without having them cram them full of hidden things to collect and thus be free to soak up the atmosphere.
Anyway, other things I would love to see would be for developers to "think outside the box". An example of this would be the kind of ideas that Kojima has with the Metal Gear Series: A boss reading your mind (check memory card to see what Konami games you have played), boss prediciting your movement (you have to plug joypad into port 2) etc.
I would also like to see more customisation in games such as the ability to import your own jpegs to personalise a gameworld, level editors, edit replays (i.e. Driver 1/2/3 games director mode. Man I miss that!) etc. In a way, unlock the game so the player can tinker around with it.
Technology wise I would love to see more games locked at 60fps (yes I'm a frame rate whore
360 Gamer Tag = Kinn, PS3 Tag = xKINNx, Wii = 3036 8283 1247 3110
Overdosed on Gaming
Overdosed on Gaming
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Gamerforlife
- Next-Gen
- Posts: 10184
- Joined: Thu Jul 12, 2007 5:15 pm
- Location: Florida
Shadow of Colossus and Ico really were games meant to completely shatter what we think of gaming. Ico was immersive, something most modern games only pretend to be. You can't be immersive with gaming hubs and scores onscreen. That's common sense, yet few people seem to understand this. That is one thing I loved about Ico, Shadow of the Colossus and Peter Jackson's King Kong
Ico is still one of my all time faves. It did something that shocked me at the time. It was a game that wasn't about ME, it was about someone else. You don't fight to keep yourself alive in Ico like 99% percent of the other games out there. Ico was essentially one long escort mission, and it pulled off in a whole game what most games can't successfully pull off in one level. Escort missions are generally hated by gamers, and yet Ico is praised by a large part of the gaming populace. Yorda was more lifelike than the emotionless, lifeless dummy that is Ashley in Resident Evil 4. You WANTED to protect Yorda. She wouldn't run off and do stupid things like characters do in other games that require escorting.
What I really love to see in a game is when a designer says F*** what everybody else is doing. The industry today seems to be a bunch of guys waiting for one person to do something original, so that they can all steal it. Since God of War and Resident Evil 4 brought Dragon's Lair and Shenmue inspired QTE sequences back, EVERY game on the market has them now. Resident Evil 4 used them to take the edge of your seat intensity of the franchise to a new level, while God of War used them to create an arcade like experience with Mortal Kombat style fatalities. But do games like Tomb Raider Legend have any reason for its QTE sequences other than being trendy? Marvel Ultimate Alliance really went overboard with the QTE segments creating some of the stupid boss fights EVER, like a stupid battle where Storm has to use QTE sequences to stop a funhouse boss from dropping your fellow X-Men into the water of a dunk tank. Yes, this fight is actually as stupid as it sounds.
So yeah, I'm sick of me too games.
Ico is still one of my all time faves. It did something that shocked me at the time. It was a game that wasn't about ME, it was about someone else. You don't fight to keep yourself alive in Ico like 99% percent of the other games out there. Ico was essentially one long escort mission, and it pulled off in a whole game what most games can't successfully pull off in one level. Escort missions are generally hated by gamers, and yet Ico is praised by a large part of the gaming populace. Yorda was more lifelike than the emotionless, lifeless dummy that is Ashley in Resident Evil 4. You WANTED to protect Yorda. She wouldn't run off and do stupid things like characters do in other games that require escorting.
What I really love to see in a game is when a designer says F*** what everybody else is doing. The industry today seems to be a bunch of guys waiting for one person to do something original, so that they can all steal it. Since God of War and Resident Evil 4 brought Dragon's Lair and Shenmue inspired QTE sequences back, EVERY game on the market has them now. Resident Evil 4 used them to take the edge of your seat intensity of the franchise to a new level, while God of War used them to create an arcade like experience with Mortal Kombat style fatalities. But do games like Tomb Raider Legend have any reason for its QTE sequences other than being trendy? Marvel Ultimate Alliance really went overboard with the QTE segments creating some of the stupid boss fights EVER, like a stupid battle where Storm has to use QTE sequences to stop a funhouse boss from dropping your fellow X-Men into the water of a dunk tank. Yes, this fight is actually as stupid as it sounds.
So yeah, I'm sick of me too games.
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Gamerforlife
- Next-Gen
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- Joined: Thu Jul 12, 2007 5:15 pm
- Location: Florida
Oh, and I have to go against popular opinion and say that the Psycho Mantis fight in Metal Gear Solid was one of the stupid things I've ever seen in a video game. Way to break immersion when a boss starts talking about games on your memory card. Hideo is a guy with brilliant ideas but is also prone to doing really stupid, gimmicky crap as well.
This reminds me of Eternal Darkness, a game I love. The insanity effects in the game were really cool, but when the game started doing things like fake resets, or telling you that your memory card data was erased, it just started feeling gimmicky.
If you can't tell yet, I HATE gimmicky crap in my games, unless of course, it is a game that is not trying to take itself seriously. I don't have a problem with characters in Disgaea talking about their "levels" and making fun of the game's plot like they are aware of the fact that they are in a game. Disgaea is comedy and parody, so it works. What I hate is when a game that is trying to be serious like Metal Gear Solid or Eternal Darkness does stupid stuff like this. I can't stand when I'm playing a serious game and the characters start explaining the buttons on my controller
Designers need to play Ico and Peter Jackson's King Kong and gain an understanding of how NOT to pull gamers out of the experience
This reminds me of Eternal Darkness, a game I love. The insanity effects in the game were really cool, but when the game started doing things like fake resets, or telling you that your memory card data was erased, it just started feeling gimmicky.
If you can't tell yet, I HATE gimmicky crap in my games, unless of course, it is a game that is not trying to take itself seriously. I don't have a problem with characters in Disgaea talking about their "levels" and making fun of the game's plot like they are aware of the fact that they are in a game. Disgaea is comedy and parody, so it works. What I hate is when a game that is trying to be serious like Metal Gear Solid or Eternal Darkness does stupid stuff like this. I can't stand when I'm playing a serious game and the characters start explaining the buttons on my controller
Designers need to play Ico and Peter Jackson's King Kong and gain an understanding of how NOT to pull gamers out of the experience
- executioner
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- Joined: Wed Jul 19, 2006 7:54 pm
- Location: Panama
Yeah I really fell in love with Yorda, wanted to protect her and for Ashley I wanted to keep her locked up in that chest or box she hid in the rest of the game. I hate escort missions!!Gamerforlife wrote:
Escort missions are generally hated by gamers, and yet Ico is praised by a large part of the gaming populace. Yorda was more lifelike than the emotionless, lifeless dummy that is Ashley in Resident Evil 4. You WANTED to protect Yorda. She wouldn't run off and do stupid things like characters do in other games that require escorting.
On topic graphics used to be about 50% of what interested me in a game, but through the years it tends to decrease cause you want more good gameplay, story and innovation. That's what nintendo did with the Wii and that's why it sells so good. That's why sometimes I prefer to boot up my dreamcast, saturn or emulators than my PS2 or PC to play newer games.
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RadarScope1
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- Joined: Mon Jul 09, 2007 9:01 pm
- Location: Missouri
Phantom - thanks for posting this. It's something I've been thinking about over the last few months.
I think what it boils down to for me is a simple request that I would ask of game designers: Create a unique and interesting game space and then draw me into it. Build something cool - then suck me in.
This is why I really enjoy Shadow, Ico, Zeldas, Katamari, Okami, Mario 64, the old 16-bit Square games, etc. They created interesting worlds that are strange and wonderfully unique and drew you into them. I like this description because many of the other aspects of game creation -- music, graphics, art direction, narrative, gameplay -- all are part and parcel of the idea of building a unique space and then inviting the player in to stay.
Yet at the other end of the spectrum are the ludic elements -- the gameplay itself. That's where I really enjoy something addicting, like the gameplay in Guitar Hero, Advance Wars, a solid platformer or an RPG that's balanced in all the right ways. But in a way I think that's also part of building something unique that draws the player in. That's why I use the word "game space" rather than "world" or "atmosphere". Those two things almost require a narrative type of game. A ludic game, based on play rather than story, can also be a unique space that draws you in if the gamplay is addicting and compelling.
So, the bottom line is, I look for something unique and well-defined that will draw me into the vision the game designers set out to create. Do this, and you have a great game.
I think what it boils down to for me is a simple request that I would ask of game designers: Create a unique and interesting game space and then draw me into it. Build something cool - then suck me in.
This is why I really enjoy Shadow, Ico, Zeldas, Katamari, Okami, Mario 64, the old 16-bit Square games, etc. They created interesting worlds that are strange and wonderfully unique and drew you into them. I like this description because many of the other aspects of game creation -- music, graphics, art direction, narrative, gameplay -- all are part and parcel of the idea of building a unique space and then inviting the player in to stay.
Yet at the other end of the spectrum are the ludic elements -- the gameplay itself. That's where I really enjoy something addicting, like the gameplay in Guitar Hero, Advance Wars, a solid platformer or an RPG that's balanced in all the right ways. But in a way I think that's also part of building something unique that draws the player in. That's why I use the word "game space" rather than "world" or "atmosphere". Those two things almost require a narrative type of game. A ludic game, based on play rather than story, can also be a unique space that draws you in if the gamplay is addicting and compelling.
So, the bottom line is, I look for something unique and well-defined that will draw me into the vision the game designers set out to create. Do this, and you have a great game.