I just finished
watching AngryJoe's review of Quantum Break, by
Remedy.
I'm
not going to talk about Quantum Break here, if you want to know more,
got to AngryJoe's channel and watch it yourself. It's entertaining
and funny, and well worth half an hour in my opinion. If you've been
considering buying the game, you should definitely watch the review.
Anyway,
it got me thinking, and I thought I'd talk a little bit about game
design instead. Disclaimer: I am not a game designer, I am a gamer.
Therefore this is completely from the viewpoint of a consumer not a
producer.
The
basic gameplay must be good
Whatever
game you are making has to be worth playing at it's most basic core.
Example: Grand Theft Auto is about cars, so driving them has to be
fun. It doesn't matter how much extra fluff you put in the game, if
the driving mechanic is garbage. Luckily GTA 5 is a great game and
the cars are fun. If the basics are off, the game is off, no matter
what.
There
is no substitute for level design
Something
that is sadly rare these days, good level design is crucial to most
games. Sure, a football game doesn't need level design as it's a
field, but most others do. Boring layouts and overuse of the same
configurations kills the mood quickly. Levels should be interesting
to explore, they should challenge us and make us think outside the
box. Even back in the day when corridor shooters a la Doom 1 were the
norm, the levels were varied and atmospheric. Do not rinse and
repeat.
There
is no substitute for quality
Here's
a shocker: No matter how good the graphics are, they don't matter at
all if the game is boring. Games aren't movies, they must be fun to
play. Not that special effects can save bad films either, it's just
that in games you
drive the action, you
do he work and if it's a chore, the
game fails. The story has to be well written and the characters
likeable/hateful as required. You wouldn't read a book if you care
nothing for the characters, the same goes for games. Fancy graphics
can't cover up these issues.
Powers
and Abilities must be consistent
This
is what prompted me to write this. In Quantum Break you can rewind
time to go back to a point where a locked door is unlocked, so that
you can walk through. Except when you can't for no reason whatsoever.
If you give the players powers, assume they are going to use them. If
that becomes problematic when designing levels, don't put the power
in the game to begin with. Or put limitations on how the power works,
like This power only works during the
day for this reason.
That way you can make sure that your level works. Also, when
inventing cool abilities for your game, don't forget to put in why
something doesn't work all of a sudden.
Example:
Dishonored. You get lots of cool powers in this game. One, Windblast,
can smash open doors, but not reinforced doors. This may seem like
quibbling, but keep in mind you also can't blow down walls. This
remains consistent throughout the game. I never felt like the game
cheated in Dishonored, not even once.
Anyway,
this was part 1 of my “gaming manifesto”. I'll probably do more
next time, so until then, have a great week!
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