Now this is a topic I can get behind. :3
Let's start with the obvious: Defining just WHAT the "Perfect Game" is, because we obviously can't start without that.
Ideally, the perfect game would be something that appeals to everyone, regardless of age/gender/race/whatever, which can be picked up and enjoyed by a person regardless of previous experience with video games. To accomplish that, the game needs to fulfill the primary job of all entertainment media: fun. Of course, there are other things people might like about particular media (appreciating a storyline for example), but in the end all those boil down to one thing: making said thing more enjoyable and therefore more fun.
But before I share my own thoughts, allow me to reply to other points first.
Tier1 -- Gameplay
I mostly agree, but something needs to be added to our list of frustrating things. Quick.Time.Events. I swear those might be the worst things you could ever add, design wise. Is there anyone that actually enjoys these?
As for difficulty, I'd say there's a fine line between "unfair" and "a good challenge", but I notice that most games are either so easy you'll breeze throught them or so unfairly hard so that the game can be safely marketed as such.
Tier2 -- Storyline
I disagree.....in a sense.
You gotta admit the first 3 generations did not have any kind of "gripping storyline". But at the same time, those are games that are often considered classics.
Now, that doesn't mean games should have no story, because they should. Even Space Invaders has. However, I believe "gripping storylines" are unnecessary. All a story needs to do is a single job: give a "why" to play the game. Try to put it into a single sentence. If you need a paragraph, you should rather make a movie, because those are much more capable at telling a story (books work remarkably well too) and I feel this isn't the main purpose of video games. The story should be the basic framework i.e something that entices the player to pick up the game when he reads it on the box. Having a story helps the player getting immersed in the game world.
Tier3 -- Music
Personally, I've noticed a that game music in general has shifted more to "atmospheric" music instead of more iconic themes and jingles. You may consider the Halo theme an exception to this rule. My point is that, without iconic catchy music, I feel games often lose part of their identity too. Music is one of the things we remember most about old games. There just seems to be a difference between *generic atmosphere orchestra* and
this. Or even
this.
Tier4 -- Characters
Isn't this kind of a contradiction? I mean you list story as Tier 2 and then say Characters are a lower tier than Music. After all, you can't exactly tell a good story without characters.
Anyways, I point towards my rant about story up above. But just to add: Is Mario designed to have a "weakness"? Is Link?
Minecraft - sandbox, granted, mods with stories are the best by most chances.
But would you really play those mods for the story, or because of the sense of exploration from castles and dungeons the creator made?
---------------------------------------------------------------------Now onto other things I feel need to be added or elaborated on:
1.) Technology
By this I mean using the general benefits of the technilogy you intend to use. This is a point that extends to other types of games you could create (like card and board games). But even for a video game, there are differences. Compare the "benefits" of developing for the Wii, instead of an HD console. Making the best of your choice of technology is very important to design a game.
2.) Content
Again, kind of a weird one to explain. I'm referring to the general theme of your game, like say "modern war drama" or "
irates". I feel a reason why lots of games today feel so same-y is because they all have very similar content (mostly centered around war and/or aliens). The "theme" of the Mushroom Kingdom for Mario is another example for "content". In order to have an interesting game, you should try to have interesting content too.
3.) Replayability
Another very important thing. Looking back at older games again, they're very short in single-player time. But because they don't have an epic story that is the games main factor, they are much more refreshing to play through again and again (and yes I do realise there's exceptions to the "all modern games have epic stories" thing, I'm just trying to make the point more obvious). Often, Multiplayer also plays a big role here, which brings me to.....
4.) Multiplayer
Let's be honest, Multiplayer is a big reason why FPS is such a dominant genre today, so the power of Multiplayer really cannot be underestimated. But, while online gaming is the more dominant form across the 3 platforms, one shouldn't forget the sheer awesome that is local Multiplayer. It's just a much more satisfying experience to play with family and friends instead of strangers from the Internet (to me anyways).
5.) Gameplay
I really haven't said enough yet so here we go again ;D
Something a game should encourage is exploration. How you implement this is ultimately genre-dependant. In an FPS, you'd have secret areas or hidden goodies that a player can find with enough curiosity (Bioshock is the a good example of this, although it could have gone much further than that). In a platformer, it would be different paths through levels or the game in general (Mario 3 and Classic Sonic games come to mind). If you remove the hand-holding and instead let the player explore as much as they want without artificial barriers (or invisible walls for later parts of the world) the whole game will be much more interesting. If needed, you can somewhat balance this by making stronger enemies appear in later regions.
Another thing that should be considered is "choice-making". With that I don't mean "selecting from a selection of dialogue options", but instead choices in the gameplay itself.
Let's look at Tetris. Choices you can make include:
- Playing it self and reducing one line at a time
- At the price of possible error, try making a Tetris and clear several rows each time
For a game like Mario it would be:
- Do I take the shortcut throught the pipe? Do I use a warp zone?
- Do I try to kill every enemy in my way?
- Do I try to clear the level as fast as possible?
Of course, it's very hard to actively design such choices, but the main rule that must be considered, is that
each choice must be a good choice. There cannot be choices that are bad or otherwise worse than other gameplay choices. By doing that, you'll also account for different kinda of player personalities playing your game. Which in turn, means you'll have a potentially bigger audience.
6.) Graphics
And now onto my last point, which is surely going to be the most controversial one. Graphics.
Let's start by getting the controversial stuff out first:
Graphics are very important.Now, before everyone burns me at the stake, let me explain myself a little more.
I'm in no way saying that a game must have the most amazing graphics or that a games graphics indicate its quality, just like a game doesn't need to have an epic story narrative. But at the same time, you cannot live without them.
Let's not forget, video games are a visual medium after all.Without graphics, there is no video game. Just like the story, the games graphics have to serve a single purpose only: Providing a "why" as to play the game (again, not meaning the "
lay it because ZOMGgraphics"
. What this essentially means, is that the graphics need to help with your games chosen theme. Another thing to consider, is that graphics often help applying context to a game.
Take something like Space Invaders and replace all the graphics with random shapes. All of a sudden the game isn't quite as self-explanatory anymore. The graphics of the game itself need to be consistant with the overall design.
tl;dr: Graphics are essential to apply context to the game and enhance the game's theme.
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So if you consider the games presentation (graphics,music,etc.), gameplay and story (theme, narrative assuming it has one), which one is the most important?
I would say neither. This might not be what most of you agree with, but there's just a lot more above gameplay that are ultimately required at some basic level (i.e stories and graphics that enhance the theme AND gameplay).
That's my 2 cents for now. Feel free to criticize folks, I'm all ears for your opinion.
One word: Boobs.
One word: Google.