ForumsGamesWhat defines a perfect video game?

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EpycWyn
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EpycWyn
4 posts
Nomad

I keep trying to figure out what a perfect video game is but after years of searching for the perfect video game I've decided I should try to make a concept of what a perfect game is in hopes someone actually creates it. I now turn to the gaming forum of Armor Games in hopes someone may create the idea or at least give one more clue that could lead to the treasured perfect game concept so that one day it becomes real...

  • 17 Replies
Gorillababy
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Gorillababy
296 posts
Nomad

There is no &quoterfect" game. People have there own tastes in what they play.

dair5
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dair5
3,371 posts
Shepherd

Well I like the ones with suspense, surprises, and they should be a little difficult too.

Freakenstein
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Freakenstein
9,503 posts
Jester

Argh. I must have forgotten which thread I had all my thoughts down. I guess I can just make another one!

Tier1 -- Gameplay: Your videogame must be defined by a great game concept, whether it is cliche or new, the gameplay must make the game interesting for the player. Do not make the game frustrating, but do not be afraid to add difficulty or challenges. Frustrating includes jumping puzzles, over-the-top enemies and bosses that seem to have multiple advantages over you, and crucial area of the game that blocks access to the player until said player finds it. Let's define that first, before you make the linearity too simple. I mean that you cannot have these crucial areas hidden, whether through objects or dialogue--If you're prohibiting access to an area unless the player finds something or talks to a specific person (that isn't important to the game), then you're doing it wrong. If you're giving the player a glowing trail that holds their hand throughout the entire game, you're doing it even more wrong.

http://static2.channels.com/thumbnails/HPAW-Game-Podcast-Fable-2-Marathon-Part-1-e12319354.jpg
If I follow this trail, I JUST.MIGHT. uncover my destiny!

Tier2 -- Storyline: Your videogame must have a gripping storyline or plot in which the character you play is represented. This is a tier that is crucial, no matter what generation you're playing. Take your gamers on a journey to find substance. Wow them with intense plot twists concerning characters they come to grow fond of as they continue playing the game. Weave a web of mystery surrounding a specific lore, landmark, character, or even the very person the player is controlling! Don't take the character on a museum ride of BS which showcases cliches and Mary Sue-ing.

http://www.product-reviews.net/wp-content/userimages/2007/07/gears-of-war-dolls-sorry-action-figures-coming-to-a-store-near-you.jpg
Like this.

Tier3 -- Music: Set the scene for whichever setting you have your eyes on with the appropriate musical tone, tempo, timbre, and melody. Do not mimic the developers at Bungee or whatever the hell develops Call of Duty where every song is a symphony of brass and french horns creating an exaggerated, patriotic fanfare which exclaims "hoorah!" every time a cookie-cutter enemy was shot in the knee. If you are surrounded in a place where the character has no clue where the hell he's at, while the place itself seems to draw your eyes' attention towards the details, arouse their ears with awe--create some mystifying music with great, rhythmic harmony where the instruments play off each other like a conversation. If a loving cast member has died, bring out the sorrow in their eyes with moving, escalating chords of multiple instruments lifting their hearts on high. Dramatize the climax, then wisp the music away to a slow, soft ending. And then when a big, bad boss appears, with landscapes ablaze, rev that guitar and send Friar Tuck and Lilly into the chorus!

Tier4 -- Characters: Bring out a colorful cast of characters which have their own set of strengths and weaknesses. If you noticed the link up top, you may have seen the word "Mary Sue". For the love of Mario, don't make any character, good or evil, overpowered with finesse and god powers while lacking in any given weaknesses!


http://www.halo3-actionfigures.com/wp-content/uploads/2009/11/master-chief-action-figure-300x300.jpg
Master Chief, I'll dunk your head in hot water with live wires touching the bottom then switch to cold water and salt if you show your face around here again!

If you learned anything at all from playing great video games with engrossing story lines, it's that one character (or a set of characters) each has something special about them that no one else has, but to defeat evil, they must go through Hell to do it. That is how it's done. In order to really make the characters give the evildoers a run for their money, they must fill their questing careers full of hate, sadness, betrayal, but most of all, redemption.

http://dxreview.ru/img/3a/3a6/Final_Fantasy_IV_DS_Cutscene_17_Golbez_Fusoya_Vs_Zemus_and_Zeromus_Power.jpg
You made me take rocks away from peoples' villages, you threw me out of my kingdom, you took my girlfriend, you made me go to the moon to get her, and you brainwashed my best friend. Alrighty, let's do this.

So you see, to embark on a quest to destroy evil, the characters really must embark on a quest to destroy evil. You see, they really aren't hunting the poor saps because they mixed tyranny, chaos, and despair into a cauldron and poured it over the world, no, they are hunting them because they their lives were made miserable by said poor saps because they were the only ones who could defeat them. So if you pair the storyline of a gripping tale of heroes, with their colorful personalities and other traits, and pit them against all odds against a force to be reckoned with (and make it awesome throughout), you got yourself a plot and storyline. Of course, it's the process of what and how that you must figure out for yourself.

Lesse, did I forget anything? What? Graphics? Hahaha...

iMogwai
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iMogwai
2,027 posts
Peasant

After Freak's massive wall of text (okay, there were pictures, but still) it's kind of hard to add anything.

Still, no game is flawless, and my definition of a perfect game is a game which is good enough for you to gladly overlook the flaws. If it's so freaking awesome you're willing to overlook the fact that your team mates spent the last battle firing into a wall non-stop, it's a perfect game. Can you guess which game I'm talking about?

Dregus2
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Dregus2
492 posts
Blacksmith

i dont think its possible to have a perfect game. every single game will have something that somebody doesnt like.

FloydTC
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FloydTC
2,906 posts
Nomad

Graphics? Hahaha...


amen to that
xNightwish
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xNightwish
1,608 posts
Nomad

My perfect game has a good story, nice gameplay, a beautiful world (not graphics but a world with towns, trees, flowers and not a dead empty world).
And i also like the choice between good and evil like Fable always did

Highfire
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Highfire
3,025 posts
Nomad

If you're giving the player a glowing trail that holds their hand throughout the entire game, you're doing it even more wrong.

You can turn this off btw - I think that's something to add in the gameplay section, the ability to remove specific parts of UI etc for different reasons - in this case, holding your hand

In the case of Fable, I think you'd find a good bonus would be by making each type of enemy more... unique. Undead being able to leech your life, bandits attacking very fast and being able to dodge melee quite reliably - etc.
Would it? We could change or grow on these ideas.

Your Tier 2... I don't think it always applies. In some cases it comes before Tier 1 it feels, like in Mass Effect II, but a lot of Multiplayer games need nothing concerning Singleplayer but they have it there for the story.

Minecraft - sandbox, granted, mods with stories are the best by most chances.

Tier 3... Definitely.
It would be Tier 2 in a lot of cases, the music in Crysis 2 was awesome, the music in World of Warcraft (Never heard that music before... it's nice, especially given the atmosphere you'd find with the Nelves) now is astonishing and Starcraft II Protoss music is very nice to listen to (very mystical and alien-ish at 2:25 and onwards).

Tier 4 - A lot of depth in this is self-inflicting flaws. Being the architect of your own demise or inability to do something is pretty awesome in games, instead of being that Warrior whom's rage is what keeps him alive (Hello, Tryndamere), you be the one who loses control and harms yourself or possibly allies in an attempt to control yourself.

Which is a bad example, being under depression because in the previous game your lovely GF was taken by Madiran of the High Council - the one who exiled you from Grimdorifar after your magical prowess succumbed to the will of an Orc Warlock unwillingly.
That's depth.

But the biggest thing about that is the presentation, it sounds dumb really, especially with the silly names and the spontaneous situation but the atmosphere when it happens is what makes it so special.

- H
Highfire
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Highfire
3,025 posts
Nomad

Sorry for double post, but I looked at mine and thought of myself as a negative idiot.
Your tier sets are examplary, Freakenstein, and for the most part they are SOLID in priorities - sorry I was nit-picky with specific games etc

Lesse, did I forget anything? What? Graphics? Hahaha...

lol :P Nice touch.

- H
EpycWyn
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EpycWyn
4 posts
Nomad

Some interesting thoughts so far. I am blown away by how intelligently people are taking this thought. Thank you Freakenstein for your detailed input on the matter which so far sets the bar for ideas. Let's continue seeing if we, the Armor Game community can develop the perfect game concept.

KentyBK
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KentyBK
566 posts
Nomad

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 &quotirates". 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 &quotlay it because ZOMGgraphics&quot. 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.
---------------------------------------------------------------------

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.

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One word: Google.
xNightwish
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xNightwish
1,608 posts
Nomad

How about Saints Row. It is a game close to perfect.
It has good gameplay, nice and lots of music, replay value, and some nice characters. (the only thing : it hasn't a good story, just defeat 3 gangs) and for kennybk the graphics fit the game.
And as most important to me.
You can have fun. If u want you jump out of a airplane, jump 3000 feet down, crash with your head downwards on the ground and stand back up.

I know the game has some bad points but most of your points come up in Saints row and more games.

dviruz
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dviruz
2 posts
Nomad

there will never b a perfect game a single game cant be perfect because each game has its pros and cons and each game has another gameplay like strategy 1rst person 3rd person shooting adventure and much more different gameplays

jt25rox
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jt25rox
332 posts
Peasant

First grapihics. Next is in depth gameplay. sick multiplayer online and on one system.music is not a big deal for me but someon love the music. multi levels of multi like in black ops with zombies.

gbnxc
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gbnxc
190 posts
Nomad

I would say it has to have 3 main things
1. A good multiplayer/online game
2. An open world mode
3. A good storyline

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