Nightengale
Member
We've got our favourites of the year, the games of the year, worst of the year, but I don't think we've heard or talked much about what we feel are the best designed games of the year.
Ones where we put on our intellectual "what if we're a game designer" cap and look at how the games are put together, what are masterfully crafted and what aren't, and how some games that despite having masterful pieces do not equal the sum of its parts, or how games with parts that on its own aren't great, but as a whole? Greater than sum of its parts.
So I'll share some thoughts on DOOM. I think DOOM is one of the best designed shooters in a long while. It has very strong components that combines excellent push-and-pull mechanics that smartly rewards forward momentum, and its glory kill mechanic that has an excellent risk-reward portion that combines regular moment-to-moment combat.
Glory kills are also, imo, smartly put together in the sense that during the most hectic moments of any arena combat, glory kills are timed well enough that they almost function like 1-second breathers of safety that you can use to recalibrate your senses, while not being long enough to be distracting. There's a sense of the game feeling like how racers have road stretches to temporarily relax themselves during high tension moments before going for the next round.
I think on its own, many components of DOOM are very very well made. The portions of the game where you traverse and explore for secrets. The arenas. The individual enemies that has the balance of your need to shift weaponry and deal with them accordingly due to the combat style. The different weapons. And design.
But the blend of it, imo, doesn't hold up as strongly over long stretches of gameplay. Increased enemy count and higher-tier enemies by the end of the game, don't feel like they are a natural escalation of the game's core combat, but rather just additional waves to deal with. Levels are broader, wider and taller, but the mastery of the spaces around you feel like it could had been better instead of how it's handled. Just a feeling, but I don't feel like the management of the space and the arena levels were handled the best it could.
Many parts of DOOM feel like 10/10s or 9/10s in terms of how well-designed it feels, but some own sensibilities don't feel like those pieces meshed as well as it could have.
So, I've thrown some thoughts out there? What are your own views of the best designed games of 2016? Any views? Etc?
Ones where we put on our intellectual "what if we're a game designer" cap and look at how the games are put together, what are masterfully crafted and what aren't, and how some games that despite having masterful pieces do not equal the sum of its parts, or how games with parts that on its own aren't great, but as a whole? Greater than sum of its parts.
So I'll share some thoughts on DOOM. I think DOOM is one of the best designed shooters in a long while. It has very strong components that combines excellent push-and-pull mechanics that smartly rewards forward momentum, and its glory kill mechanic that has an excellent risk-reward portion that combines regular moment-to-moment combat.
Glory kills are also, imo, smartly put together in the sense that during the most hectic moments of any arena combat, glory kills are timed well enough that they almost function like 1-second breathers of safety that you can use to recalibrate your senses, while not being long enough to be distracting. There's a sense of the game feeling like how racers have road stretches to temporarily relax themselves during high tension moments before going for the next round.
I think on its own, many components of DOOM are very very well made. The portions of the game where you traverse and explore for secrets. The arenas. The individual enemies that has the balance of your need to shift weaponry and deal with them accordingly due to the combat style. The different weapons. And design.
But the blend of it, imo, doesn't hold up as strongly over long stretches of gameplay. Increased enemy count and higher-tier enemies by the end of the game, don't feel like they are a natural escalation of the game's core combat, but rather just additional waves to deal with. Levels are broader, wider and taller, but the mastery of the spaces around you feel like it could had been better instead of how it's handled. Just a feeling, but I don't feel like the management of the space and the arena levels were handled the best it could.
Many parts of DOOM feel like 10/10s or 9/10s in terms of how well-designed it feels, but some own sensibilities don't feel like those pieces meshed as well as it could have.
So, I've thrown some thoughts out there? What are your own views of the best designed games of 2016? Any views? Etc?