• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

The "best designed" games of 2016?

Blackthorn

"hello?" "this is vagina"
I've never seen anything like the Witness, where multiple different puzzles layer on top of each other simultaneously. It starts out seeming simple and the progression is straightforward, then you realise the layers of depth and how deliberately designed the entirely island is and it's astounding. The sensation where you first notice a new layer of rules borders on a feeling of insanity, suddenly all these patterns are around you that you never noticed before. It's such a rewarding cycle of revelation and learning, I'm still not done with the game months later.

All without ever explaining anything to the player beyond what can be read through observation and cause and effect. The best description I've seen of it was, "A Metroidvania where the tools are in your head".

I honestly don't think we'll see another game so meticulously designed until Jonathan Blow and his team make another game.
 
The Witness impressed me most as well. Both in the very concrete sense of level design - the longer I played the more I realized how precisely the island had been designed - and, more generally, the way puzzle teaching is handled, completely offloaded onto the visual environment and player insight. About halfway through, I was wondering if there would be some big narrative twist. Then, when I finished the game and started anew, I decided the real "twist" was just how consciously and nearly perfectly every piece of my journey had been arranged. Very welcome tonic to the visual design in most open worlds, which may be beautiful, but seldom has any meaningful connection to the gameplay mechanics.
 

sonicmj1

Member
The Witness is a really remarkable game, but in a way I'm still more impressed with the design in Stephen's Sausage Roll. I'm constantly surprised by how it uses the level design to hide major mechanics in plain sight within an incredibly simple framework. The game completely stonewalled me on multiple occasions, but those breakthroughs are some of my most satisfying gaming moments of the year. Getting past them wasn't a matter of reading a game designer's mind, but of broadening my understanding of what was possible within the rules I had been given at the very start of the game.

There's a reason Jonathan Blow said that any game design school worth its salt should be teaching Stephen's Sausage Roll.
 

duckroll

Member
Okay time to talk up SaGa Scarlet Grace. Since the purpose of this thread is to highlight interesting and well thought out game design, I think it would be a better contribution than repeating the same shit people already said about Doom or whatever other popular game there is. Square Enix is lame so the game is currently a Japanese Vita exclusive, which means most people can't play it. Boo!

Before Scarlet Grace was released, I think most SaGa fans expected the worst but decided to support it just because it's a brand new SaGa game by Kawazu, in the year 2016, with awesome art and music. Everything else looked pretty dodgy. It's a world map driven game with no explorable dungeons or towns. The battles load 3 times before a turn even starts, and the videos made the game look like something developed by interns fresh out of a Unity development camp.

But having put over 20 hours into it, I can safely say that this is by far one of the more interesting and well thought out RPGs designed in Japan in a very long time. The most important point it gets right in the design is the joy is discovery in a RPG. Something that most RPGs these days no longer focus on because it is easier to lure players in with carrot and stick design via an exciting linear plot and instant gratification rewards. Scarlet Grace isn't very interested in that sort of design, but instead wants to offer players a world filled to the brim with interesting discoveries to be made, and a battle system which is mechanically strong enough to support a huge selection of party members and a free form growth system based on what sort of strategy the player wants to roll with.

To begin with, the game doesn't automatically let a player select the protagonist from a menu. Instead starting a new game presents the player with a series of personality questions, with the answers reflected by the movement of the stars. At the end of the quiz, a constellation is chosen based on the answers, and one of four characters is recommended to the player. At this point you can choose to reject the choice and pick any of the others, but accepting the recommendation would start that character with a specific set of stat bonuses based on the constellation. This is an interesting approach to the character selection design because while it does not force the player to accept the character reflected by the choices, it still gives immediate meaning to the choices made by the player by offering an advantage if they accept the game's rules. This introduces the concept that while player interaction and choice is an important component of the game, there are also things which will be out of the player's control - a simulation of free choice meeting destiny. Or luck. This is something which thematically governs the game design in all aspects of the game from this point on.

Like all SaGa games, the perspective of the protagonist defines the structure of a given scenario. In Scarlet Grace, the way the game scenario is designed, is that the four protagonists hail from different parts of the world, and each have a personal quest linked with one of four major quest lines which will occur in the world. So depending on which character you are playing, from the very start, you will have completely different goals and encounters. Once this primary quest is complete, the first part of the scenario for that character ends, and the next parts begin. The next parts become pretty non-linear, allowing the player to travel around the world to discover what major event they want to follow next. It will be one of the three remaining ones, and that should take the player around the rest of the regions of the world which they might not have discovered. Eventually I believe all paths lead to the same conclusion, but I'm not quite there yet.

What is really interesting about the scenario design here, is that while there are the main quest scenarios, the bulk of the game is in fact made up of a gazillion sub-scenarios all over the world. In each of the 20 regions the world map is divided into, there are stories small and large which you can discover and choose to get involved in. Freed from having to design maps for every town and dungeon and to populate NPCs everywhere, the game instead feels like a really cleverly designed board game where you move to places of interest, trigger events or battles, and just move on as you see fit. The economical nature of the game allows it to be incredibly dense, similar to titles such like FTL and Infinite Space. What I'm most amazed with is how interesting the quests actually feel. It would have been easy to design lazy scenarios similar to MMOs or dungeon crawlers where the player has to keep doing repetitive things for a quest giver to get rewards, just to bloat the time value of the game. Instead, every quest feels like something specifically linked to the region's purpose in the world, or as a means of introducing the player to quirks or cultures of that region. The rewards for completing a quest don't always come in useful items or equipment, but rather in the sense of satisfaction that you're playing a fun scenario designed by a good GM. It's the sort of feeling I haven't had in quite a while, especially in a JRPG format like this.

But where the game design really shines, and what ties the entire game concept together, is the battle design in the game. This is probably the most satisfying JRPG battle system I've played since Bravely Default, and in many ways I think it surpasses it. Scarlet Grace uses a 5-person party, which you can freely change and set up at the start of every battle. There are no character levels in the game, being a SaGa game, but instead characters gain max HP increments and weapon specialization levels after battles.

There are 8 different types of weapons, each with a bunch of skills a character could learn when using them. Different individual weapons have different sets of skills that can be learned, even in the same type. Bare-handed combat also has its own skills. Staves have different elemental attributes which allow for the discovery of different types of spells. There's also a hidden dual wielding ability for long swords which some characters have. This adds up to about 10 different types of skills/spells of which there's probably a dozen or so for each class.

Any character can equip any weapon and potentially learn these skills. But some characters are inherently better at certain weapons at the start. There are over 70 possible party members in the game, and pretty much every named character you ever run into, be it in a quest or in a story scene, or a town merchant, can probably be a party member in -some- route. What differentiates characters from each other would be their stats, their starting weapon affinities and skills, and their roles. Different characters have different "roles" which can be equipped for passive bonuses, and they can earn more if they do certain things in battle.

But the most useful thing about collecting more party members is that each party member who joins brings with them a formation. Sometimes you might get a dupe, but every new formation you gain is one more strategic option for all future battles. Formations are basically a micro ruleset for how your party operates in battles. Most offer some sort of bonus to specific types of characters, for example if you have Counter Hazard, characters in the first slot and last two slots of that formation will have the BP cost of their reserve skills (counters, interrupts, protects) greatly reduced. It also gives the party one extra BP each turn, which is the standard rule for most formations. Brave Rise on the other hand, is a formation where your BP doesn't increase with each turn, but rather you are encouraged to put your two strongest attackers in the first two slots, and every time either of those attackers kill an enemy, BP is increased by 2 the next turn. There is also a much larger max BP pool for this formation, and it is useful when you are facing a lot of weaker enemies and want to build up BP very quickly.

Once all the setting up is done and the party actually enters into a battle, that's where things get really fun. Each turn, the player can see the turn order at the bottom before making any decisions. The BP pool available is for the entire party, which means you pick which of your characters you want to execute actions, knowing what order they will be acting in. The player is also able to see what the enemy choices are before completing the turn, which is interesting because in theory this gives the player a huge tactical advantage over the enemy. In truth though, the balance of the game is such that this information is essential because knowing is only half the battle. If you have a good party setup to handle the situation perfectly, it can be a breeze and you feel really relieved, but it's when things go a little wrong or you realize that you don't have the best party for what you go into, where it can really feel like a super fun high tension series of turns where you know what is going to hit you, and you try your best to mitigate or get around problem so you can kill all the enemies before they wipe your party.

The battle system is filled with really fun stuff which I think any long time JRPG fan will really appreciate. There are standard things like physical affinities (slash, pierce, smash) and elemental affinities, there are debuffs, buffs, and status ailments, there are attack all skills, spells have casting times which take multiple turns, and there are reserve skills. Reserve skills are probably the most interesting standard component of the battle system because they add a great layer to the strategy. Counters, interrupts, and protection skills are reserve skills. If an enemy is using a reserve skill, it will show up as ????? instead. To get around reserve skills, there are skills which are indirect attacks. These are attacks which avoid triggering reserve skills while also cancelling them if they successfully hit. But this also means you have to be careful about the turn order of the character using an indirect attack, since a character attacking before that will trigger the reverse instead, but a character attacking after the reverse is cancelled will not have any issue.

Another really fun system in the game is the rush system. In essence, it is similar to the team attacks in Persona or Trails of Cold Steel, where multiple party members rush and attack an enemy together. How this works in the game involves removing gaps in the turn order timeline. If a single enemy is sandwiched between party members on a given turn, killing that enemy off in that turn and hence "joining" the party members back together will give those party members a free rush attack.

For example if the turn order looks like this:
[P][E][P][P][P][E][E][P]

Killing the first enemy in that order anytime during the turn (even if it's the very last guy who does it), will join four party members together for a rush attack on one of the other remaining enemies. This will also reduce the BP cost of all skills for the participating party members in the next turn.

If it looks like this:
[P][E][P][E][P][P][E][P]

And if you have either weakened all the enemies, or they are simply not very strong, you can kill the last enemy in the order to get a 3 person rush attack, which would be enough to kill one of the other two enemies. If the rush attack hits the first enemy, that's unlucky because you'll only trigger a subsequent one with the first 2 party members instead, which might not be enough to kill the middle enemy. On the other hand if you killed off the middle enemy with a rush attack, you will have triggered a second 4 person rush attack which would almost certainly finish off the first enemy as well. So there's a bit of luck involved, but knowing the possibilities also means you plan out for possible outcomes.

And to top it all off, the best thing about the battles for fans of optional challenges, and mechanic exploitation, is that every single battle in the game comes with 3 challenge conditions. Clearing the conditions will reap bonus item rewards. Conditions are stuff like "activate a counter in battle", "avoid triggering the enemy's interrupt", "inflict attack down on an enemy before they use an attack all skill", "use a all female party", "use a all male party", etc. There are times where trying to go after these bonuses WILL get you killed if you're not prepared, so it's a nice bit of risk/reward psychology.
 

Servbot24

Banned
It's The Witness by far. It's perfectly cohesive, does things for me that no game has done before, and it does them as though it's the conclusion of an idea in addition to being the beginning of it.

Inside and Doom are very impressive too.
 
Clash Royale is hands-down the best designed game in 2016. It perfectly blends elements of RTS, tower defense, MOBA, card games and Farmville lol. I found the interface very intuitive; the developers were able to make a complex game appear simple and accessible. Battles only last for 3 minutes and yet people can't stop playing over and over thanks to its clever leveling system and fair match-making.

Graphics no longer impress me in this day and age. It's the game's mechanics that really matter.
 

eXistor

Member
Doom, DSIII, Deus Ex, Dishonored 2.

I love good level-design in games and I love discovering shit in them. These games have me covered. Level design is one of the most important aspects to any game, it makes me want to explore if it's well done and these games manages that in spades.
 

DukeBobby

Member
Hitman and Dishonored 2 have some of the best level design I've seen in a game for years, so those are my picks.

Almost every mission is impeccably designed, with so much depth and density. They can be approached in a myriad of ways, which gives them lots of replayability.
 
I'll add my voice for Inside. It was super tight. Not one ounce of fat anywhere. There was no jank. No hiccups. No hitches. Nothing - smooth as butter all the way through. I do not care that its a short game - it was technically flawless. It was designed to within an inch of its life! Some do not like Inside and see no merit in it - that is cool - but those who do value it very highly.
 
Doom is wonderfully well designed, but Overwatch is a masterpiece of level, character, and sound design. Its really apparent that Blizzard have put serious consideration into every aspect of the game. I especially love how they have approached the post-game stats rundown. By not using leaderboards or K/D ratios to rank players they have made the game much more encouraging, and accessible, to new and less skilled players. It's so refreshingly positive.
 

Maledict

Member
Duck roll, is Scarlett Grace done by the same team that did The Last Remnant? That was one of the few JRPGs where I finished it, and did most of the post-game content as well - utterly loved the battle and progression system in the game. And if so, is there any chance of it ever getting a non-Japanese release for those of us who don't read Japanese?
 
I just don't get the love for Inside. Imo this game is boring as hell, has simple puzzles and all you do is walking from left to right. That's not what I call a good design.

The Witness though....this game is amazing. Hitman has superb level design, too.
 

redcrayon

Member
Okay time to talk up SaGa Scarlet Grace. Since the purpose of this thread is to highlight interesting and well thought out game design, I think it would be a better contribution than repeating the same shit people already said about Doom or whatever other popular game there is. Square Enix is lame so the game is currently a Japanese Vita exclusive, which means most people can't play it. Boo!

Thanks for that, sounds like my cup of tea, I love dense rpg mechanics like that.

Any world on localisation at all? I see they've trademarked the name in Europe.
 
I just don't get the love for Inside. Imo this game is boring as hell, has simple puzzles and all you do is walking from left to right. That's not what I call a good design.

The Witness though....this game is amazing. Hitman has superb level design, too.
Mechanics and design aren't mutual. For example, Super Hexagon is super simple, move left and move right and don't hit stuff, but it's very precisely designed in its presentation, music, and so on

Inside may be simple, but it's also incredibly and meticuously designed in every aspect. Pacing, puzzles, visuals, music, audio, animations, etc.

And whether it's boring or not has nothing to do with design

Inside ; At a glance, one might question what exactly makes Inside so special. Its visuals seems muted and dull, strip away everything and it's a game of mostly traversing right and solving environmental puzzles, it's a game where the only controls are move, jump, and grab. But Inside can't be fully appreciated at a glance; it must be played to understand its excellence.

Inside is a bleak crescendo of a cinematic platformer, every aspect building upon the other until its incredible finale. The animations, how the boy stumbles and struggles, how he looks with nervous glances or hunches over in tense fear. The aesthetic, rife with countless details and a cohesive palette that accentuates the game's depressing dystopian tone. The sound design, from the subtle heartbeat of a soundtrack to the boy's hurried breathing when stealth shifts to desperate pursuit. Everything coalesces to create an oppressive miasma of unease and tension, where you never feel safe, where every mistake is met with quick ruthless death, and its lean puzzle design is always driving you forward to more haunting imagery and more surreal discoveries.
 

duckroll

Member
Duck roll, is Scarlett Grace done by the same team that did The Last Remnant? That was one of the few JRPGs where I finished it, and did most of the post-game content as well - utterly loved the battle and progression system in the game. And if so, is there any chance of it ever getting a non-Japanese release for those of us who don't read Japanese?

The team isn't the same as The Last Remnant, but both games are headed up by Kawazu, the creator of the SaGa series. There's supposedly a trademark for Scarlet Grace registered in US and Europe, but it's Square Enix so who knows...
 

Zeus Molecules

illegal immigrants are stealing our air
Clash Royale is hands-down the best designed game in 2016. It perfectly blends elements of RTS, tower defense, MOBA, card games and Farmville lol. I found the interface very intuitive; the developers were able to make a complex game appear simple and accessible. Battles only last for 3 minutes and yet people can't stop playing over and over thanks to its clever leveling system and fair match-making.

Graphics no longer impress me in this day and age. It's the game's mechanics that really matter.

I got to admit I put more time into this game than any other because of the mechanics. You end up playing way more than you need to.
 
I'd definitely say Doom 4, Dishonored 2, and Hitman.

Incredibly well designed and fantastic games, Dishonored 2 is almost as great as Thief 2.
 

Astral Dog

Member
images
 

Perfec7_

Neo Member
Enter The Gungeon

EntertheGungeon6.jpg


A perfect fusion of rogue-lite, twin stick shooter and bullet hell shmup and at first glance the appearance of a lovechild of The Binding of Isaac and Nuclear Throne.

Enter the Gungeon perfectly combines it's unique play style with an amazing soundtrack, charming pixel art graphics that never get in the way of the gameplay and procedurally generated levels which makes each run different to the last. Despite its simplistic look there is a surprising amount of depth and strategy to the game which has kept me coming back (63 hours and counting). The upcoming free Supply Drop Update will add even more weapons, enemies, rooms and bosses as well as other content to a game already jam packed with things to do.

My game of the year and well worth checking out.

Yes! I love this game, it has a fantastic art style, weapons, and it plays pretty much perfectly. Can't wait for this new update.
 

Perineum

Member
Best designed is a hard category for me. It almost basically boils back down to what is your GOTY, because design encompasses so much of what makes a good game good. From level design, character design, gameplay design, etc it's basically just missing the soundtrack I guess.

If we are just focusing on gameplay design then I see how a lot of you are picking things like The Witness, Inside, etc. The gameplay design on those is unique and well thought out.

Strictly looking at gameplay is how I will make my pick and that would definitely go to Overwatch.

I'm not even going to go down that crazy long rabbit hole, but Blizzard just gets how to do easy to pick up difficult to master like no one else does in the business. Design is the crown jewel of their namesake... even if the inspiration comes from other games who did it "first".
 
Enter The Gungeon

EntertheGungeon6.jpg


A perfect fusion of rogue-lite, twin stick shooter and bullet hell shmup and at first glance the appearance of a lovechild of The Binding of Isaac and Nuclear Throne.

Enter the Gungeon perfectly combines it's unique play style with an amazing soundtrack, charming pixel art graphics that never get in the way of the gameplay and procedurally generated levels which makes each run different to the last. Despite its simplistic look there is a surprising amount of depth and strategy to the game which has kept me coming back (63 hours and counting). The upcoming free Supply Drop Update will add even more weapons, enemies, rooms and bosses as well as other content to a game already jam packed with things to do.

My game of the year and well worth checking out.

I had wanted to check this one out, but forgot the name. Looks neat, thanks!
 

Blizzard

Banned
The Witness

Thought the puzzles were brilliant and just loved wandering around that island. The hidden puzzles were also great and gave me a reason to further explore just to see what I could find. Plus I generally hate buying digital games, especially ones that I consider expensive, but this had a good 15-20 hours of non-filler.
I clicked on the thread to say The Witness as well. The sheer polish and thoughtful design throughout the game was outstanding. It really felt like Blow worked on it for years until he felt it was ready.

Even simple things had meaning like (minor easter egg spoiler)
the flowers in the lake tracking various things you had completed
.
 

Caramello

Member
Out of all the games I've played I think Titanfall 2 stands out as an extremely well designed game above all others this year.

The campaign just feels so well thought out and is so much fun.

Doom and Uncharted 4 are probably the closest to it.
 

1upsuper

Member
Maldita Castilla EX came out of nowhere for me and it became my GotY. It's a very tightly designed platformer with zero fluff, and it introduces its hazards and mechanics subtly and effectively. It doesn't overstay its welcome and it offers a healthy but not overwhelming amount of secrets. The level design is self aware and it wears its influences on its sleeve without maintaining the lesser elements of those influences. Technically it was first released in 2012 but EX adds two new levels and rearranges some items. It's a must play platformer.
 

BeeDog

Member
The Witness is my choice for the best designed game, maybe ever. I was completely awestruck at all times while playing the game and cannot even fathom what kind of ingenious planning and design had to go into every single detail of the game. If I was a game developer and could showboat by only having that game on my resume, I would proudly retire and scratch my ass for the rest of my life.
 

shark sandwich

tenuously links anime, pedophile and incels
Final Fantasy XV.

They did an incredible job of keeping the focus on the open world. I love how all the important story bits happen off screen or in the movie. Such a bold new direction for the series.
 

djtiesto

is beloved, despite what anyone might say
It's technically a game from 2005, but got its official English release this year so it counts - Xanadu Next. Really intricate, interconnected level design where you constantly are opening up new shortcuts. It's illuminating when you realize how levels connect with one another. It's in many ways an overhead-camera precursor to Souls, with a bit of Ys and Diablo thrown in for good measure.
 

HotHamBoy

Member
INSIDE is my nomination.

Takes the core concepts of Limbo but fixes all the execution problems. It's just masterfully designed. The "level" and locomotion design, the puzzle design, the art direction and graphics, the music and sound design...

Exceptional stuff.
 

Epcott

Member
Persona 5... for its style and visuals, but it's JP only and I haven't played.

Or FFXV... the little details like map while driving, the cities, streamlined battle, too much to mention. Shortcomings aside, it's a beautiful game with a messy few final acts but amazing ending.

But it has to be Titanfall 2. The campaign leaves a feeling desperation and every time I hop in that titan I get a rush. All this and I haven't even played MP yet.
 
Severed is a very well designed game. It's a fairly small but extremely slick mash-up of Metroid, Myst and traditional mobile touch-screen games. The combat is entirely swiping enemies but they mix it up with enemies having different abilities and you having to juggle multiple foes at once, and even fights which seem ridiculous at first are winnable with a good strategy and fast finger work. Then there are the dungeons, of which there are only three but they're looping intricate labyrinths which could easily be straight out of a Zelda instalment. Then lastly we have the story which is a wonderfully dark and twisted piece about a young woman rescuing the spirits of her deceased family from malevolent spirits. It's a really eclectic mix of genres and styles but works really well, and the whole game is really well designed with great visuals and music and very tight with no waste at all. Far and away one of my favourite games of the year.
 

Zornack

Member
What I was wondering about this game: are there just endless waves of enemies coming at you in an arena, or are there actual levels?

Waves in an arena. There's a progression to the waves though, it's not just the same monsters over and over again.
 

sn00zer

Member
INSIDE is my nomination.

Takes the core concepts of Limbo but fixes all the execution problems. It's just masterfully designed. The "level" and locomotion design, the puzzle design, the art direction and graphics, the music and sound design...

Exceptional stuff.
I think the puzzles are pretty straight forward videogame stuff but the presentation was truly incredible.
 

cireza

Member
Tokyo Mirage Sessions is one the best built RPGs I played. It never reaches the point where it annoys you. Game is full of interesting, fun content. Dungeons are very well built.
 

NMFried

Member
Gotta go Titanfall 2.

Mostly because of
the time travel level which was two levels designed to layer on top of one another. So great.
 
Top Bottom