• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Game Design Philosophies you subscribe to

dygiT said:
Games are games. Not (interactive) entertainment or toys. Treat them and and create them with that in mind.
So would you consider interactive novels games? Like the Phoenix Wright series?

You know most game researchers/scholars can't even settle on one universally inclusive definition of "game". Saying "games are games" is kind of circular.
 
A successful game will have a lasting impact. Days, weeks, months, years can go by and suddenly you'll think to yourself, 'hey, I really feel like playing that again.'
 
thomaser said:
Design interesting gameplay and fine-tune the controls BEFORE doing anything else.
Mikami and Kamiya are the fucking kings of this.

Okami is kind of the exception that proves the rule, though.
 
-every wearable/usable piece of clothing/equipment should be fully modeled and visible on your character
-fully customizable controls in every game regardless of genre
-every single game on the planet should have a new game+
-every classic arcade game re-released on PSN/XBL should give you the option of blacking out the borders rather than filling them with stupid images or distracting graphics
 
Halycon said:
So would you consider interactive novels games? Like the Phoenix Wright series?

You know most game researchers/scholars can't even settle on one universally inclusive definition of "game". Saying "games are games" is kind of circular.

By game I mean something like Chess, Checkers, Football, etc. Basically anything that has a set of rules, win/loss conditions, restrictions, strategy, tactics and all of that stuff. I should have elaborated more. So basically what I tried to say was make the above good first and foremost. Sorry for the confusion.
 
Sam and Max: Episode 3-2

NOW WITH NEW GAME+
 
dygiT said:
By game I mean something like Chess, Checkers, Football, etc. Basically anything that has a set of rules, win/loss conditions, restrictions, strategy, tactics and all of that stuff. I should have elaborated more. So basically what I tried to say was make the above good first and foremost. Sorry for the confusion.
That's a common definition of "game", but it doesn't include sandbox stuff like The Sims, and most MMOs, where goals are ultimately player generated.
 
DaCocoBrova said:
Performance and fluidity (read: 60fps) > a couple of unnecessary effects, regardless of genre.

Games should be fun. The Heavy Rain demo was just tedious in that everything was manual and there was nothing mindless about the experience.
i hear chopping wood is pretty mindless after the 2nd log or so. give that a whirl.
 
- don't waste my time with unnecessary/unskippable cutscenes, unfun grinding and anything else that makes me mad. killing me is okay as long as it involves strategy or reflexes or whatever it is according to the genre. games without any sense of danger are also boring as fuck

- in the menus, have an option to load the last save directly. i don't want to go back to the start menu or reset the game. that is dumb. you are a dumb developer

- avoid one-time/missable events as much as possible. too many makes me paranoid, that might force me to follow a guide, might ruin part of the experience for me. if it's just some it'll be ok

- make it so that i can play it in short bursts or for many hours. but if you have to pick one, make it short bursts, since for the most part only the really good games are played over long periods of time at once

- have subtitles. always
 
oracrest said:
Not entertainment. hmmm.

Let's agree to disagree.

You can get entertained by playing a game but not in the same way a movie does. A lot of developers these days are looking to entertain the player outside of the actual gameplay. The entertainment should be part of the gameplay, i.e. destroying a house in Battlefield: Bad Company 2 or tearing a dude apart with the chainsaw in Gears of War.

Gee, I should really edit my first post. :/
 
-Games that are fun can be addictive, but games that are addictive doesn't mean they are fun.

-Multiplayer games, outcomes should be determined by skill, maybe some luck, but never who played for longer.

-Multiplayer games, a dedicated developer backing it to fix unfair gameplay or bugs that crop up.
 
Holepunch said:
-Games that are fun can be addictive, but games that are addictive doesn't mean they are fun.
What's keeping them addicted if there isn't some positive upside to it?

-Multiplayer games, outcomes should be determined by skill, maybe some luck, but never who played for longer.
Only if you're gunning for the try-hard competitive kind of multiplayer.

-Multiplayer games, a dedicated developer backing it to fix unfair gameplay or bugs that crop up.
Agreed. Looking at you Nintendo :|


To be less of a party pooper:

I agree with the Bioware Design Philosophy: DON'T BE AFRAID TO SHELL OUT SOME CASH FOR GOOD WRITERS. IT REALLY SHOWS.
 
dygiT said:
You can get entertained by playing a game but not in the same way a movie does. A lot of developers these days are looking to entertain the player outside of the actual gameplay. The entertainment should be part of the gameplay, i.e. destroying a house in Battlefield: Bad Company 2 or tearing a dude apart with the chainsaw in Gears of War.

Gee, I should really edit my first post. :/

nowadays, and looking into the future, that line will only continue to blur. There are games now with heavily story driven narrative that give me the same feeling of watching a movie (like Heavy Rain), and there are movies that are balls to the wall dumbass explosions all the way through.

There are fundamentally different things that each medium has at it's disposal, but to flat out say that games can't or shouldn't do 'X' is little extreme.

I also think being scared from Silent Hill is a fun thing to do. "Fun" doesn't have to involve just tickles and bubblegum.
 
vgachi57 said:
the comment "ability to save anywhere and everywhere" has been made multiple times. why is that a good idea?

i remember playing pc games back in the day with that system, like half life. i would take one step, no enemy, save. take another step, no enemy, save. enter room, get shot, reload save. is that the experience we want to grant the player? that essentially means there is no commitment for any action. in which case, why even play?

yeah, it's up to the player to exploit that system, but wouldn't developers intelligently placing save markers serve the same purpose?
What kills me is that more games don't use the approach offered by Front Mission 3 (I think it was). Front Mission 3 allowed you to save at any time during battle, but you were forced to quit the game and return to the start screen. Loading your game would subsequently "erase" that save file (or, rather, there was only one save slot for these "any-time save" games). That seems like the perfect mix: it lets people stop playing if something comes up without allowing them to exploit "save whenever".
 
MomoPufflet said:
-every wearable/usable piece of clothing/equipment should be fully modeled and visible on your character
-fully customizable controls in every game regardless of genre
-every single game on the planet should have a new game+
-every classic arcade game re-released on PSN/XBL should give you the option of blacking out the borders rather than filling them with stupid images or distracting graphics

1000000% agree, I wouldnt have loved Dead Space or RE as much without the new game +
 
also want to throw in:
- focus on making one good gameplay element first (e.g. 1 weapon, jump mechanics) and not 100 mediocre elements (e.g. 100 mediocre guns)

a plethora of mediocrity does not equal quality
 
Leondexter said:
Name one. I think you're distorting your definitions here. You're seriously saying you didn't enjoy a game, but it was still good? You're contradicting yourself.

Cryostasis and The Void for 2.

Perhaps Silent Hill 2.

While I do not want to play a game that is not fun, to say that games should be geared to providing just that is misguided.

Not all books I read are 'fun' (The Human Stain, Sula and C&P are three of my favorites and they are not 'fun'), I do not watch all movies simply for 'fun' either.

The moment when games do not have to be 'fun' to be good, is the moment where medium has matured to the point where it can be called 'Art'(not that I give a shit if it ever gets there).
 
Have a vast number of people play your game before you release it and have a thick skin. Be willing to change.
 
Ducks said:
Have a vast number of people play your game before you release it and have a thick skin. Be willing to change.

They already do all that.

Some more than others.
 
Rez said:
Mikami and Kamiya are the fucking kings of this.

Maybe so. I had Nintendo, specifically the Super Mario-games, in mind myself. NSMBWii is a perfect example of this philosophy. Just watch the Super Skills-videos to see how everything, from platform height to enemy placement and timing, is carefully adjusted to allow for both casual playthroughs and for incredible, uninterrupted speed-runs by the very best players out there.

The Super Monkey Ball-series is also a good example, especially the first game. The levels can be played through carefully, but if you're good enough, you can also blaze through them in short bursts of insane jumps and drops and JUST reach the goal by a hair. Actually, I wish they would make super skills-videos for the next game in the series... I bet they have testers who can do anything.
 
Cep said:
Cryostasis and The Void for 2.

Perhaps Silent Hill 2.

While I do not want to play a game that is not fun, to say that games should be geared to providing just that is misguided.

Not all books I read are 'fun' (The Human Stain, Sula and C&P are three of my favorites and they are not 'fun'), I do not watch all movies simply for 'fun' either.

The moment when games do not have to be 'fun' to be good, is the moment where medium has matured to the point where it can be called 'Art'(not that I give a shit if it ever gets there).

Replace "fun" with "enjoyable" then.

As few in number as they are, I like games that are well written(in all aspects, not just dialogue).
 
Halycon said:
What's keeping them addicted if there isn't some positive upside to it?

As a man who was Diablo II's bitch, I can tell you I played the hell out of that game. It wasn't necessary fun it was just the sense of progression and LOOK AT THEM NUMBERS GET HIGHER. Considering I've never gotten into RTS, I'm done with the Blizzard side of gaming (unless they decide to make another Lost Vikings).


Halycon said:
try-hard competitive kind of multiplayer.

I just can't see how its fun when it's you versus guy 1000 hours and the best armor/weapon in the game. I can't even see how it's fun to be that guy and stomping scrubs all day.
 
ksamedi said:
No cut scenes.
Give the player as much control as possible.
A lot of interactivity.
Let the game world itself be the story. No preset events or set pieces, just AI.

Nothing created so far has lived up to that. I didnt know we were throwing around theoriticals.
 
Fimbulvetr said:
Replace "fun" with "enjoyable" then.

As few in number as they are, I like games that are well written(in all aspects, not just dialogue).

That sorta works.

As for writing, language and dialogue are really the highest on my list. Plot is important, but not as much as the other two IMO. And I barely care about characters. Hand them to me in their basic archetypical forms(as in Dune) and I will be happy.

beelzebozo said:
essentially what i was stabbing at. context clues, etc.

maybe i should say:

IMPLY and PROVOKE

don't TELL

This is a big one for me. A corollary should be to not use lore as a crutch (Lore is all tell and no show.), your active story is more important than the background.
 
ZAK said:
If it's not fun, I wouldn't say it's good as a game. Maybe as an "interactive storytelling experience" or something.

Yeah, this is probably just a semantic quibble. But, in general, you could probably call me an "old-school funnist."

Yeah I would. And I'd say interactive experience better defines the medium. Video and game are just terms too small for it and with too much negative baggage, like the word comic became so people had to use sequential art and the really lame graphic novel for people to look at it outside the box that had been created.
 
Rollo Larson said:
great post, would read again.

not sure you read my post past the first part and just assumed the rest, but i never said the thread sucked. the topic is interesting, but as per usual, people just throw out blanket statements that apply to remedying a problem they had with one game, and expect it to a) not only apply to ALL games but b) assume everyone will agree because its so vague a concept you can't poke holes in it.

my ideas aren't even ideas, they're mere suggestions. "concepts" or even "philosophies" if you'd like. western developers are too focused with creating games that make minute changes to established mechanics and then letting player make their own fun. eastern/japanese developers sometimes get too wrapped up in creating alien rule systems that require too much time to unravel and enjoy. euro devs tend to make interesting/compelling albeit oddly flawed games.

but replying with a smiley always works too. really keeps the discussion going.
 
Holepunch said:
As a man who was Diablo II's bitch, I can tell you I played the hell out of that game. It wasn't necessary fun it was just the sense of progression and LOOK AT THEM NUMBERS GET HIGHER. Considering I've never gotten into RTS, I'm done with the Blizzard side of gaming (unless they decide to make another Lost Vikings).
Fulfillment, whether physical or virtual, is still an upside. Unless you were approaching the kind of addiction levels that you hear about on new stories out of Asia. In which case that's not the games fault, but most likely hints to an underlying psychological need for validation.

/armchair therapist
I just can't see how its fun when it's you versus guy 1000 hours and the best armor/weapon in the game. I can't even see how it's fun to be that guy and stomping scrubs all day.
Not sure what this means. if anything, an element of luck will allow someone who's new to triumph against someone who's decked out in epics. Of course, there's a lot of hardcore players who thinks this is a crutch solely for newbies (and it is, but there's nothing wrong with accessibility) and thus, reject it. In any case, a certain amount of uncertainty makes things fun. It's a balancing act.
 
Fimbulvetr said:
Replace "fun" with "enjoyable" then.

As few in number as they are, I like games that are well written(in all aspects, not just dialogue).

Well fun is not the same thing as enjoyable. I didnt really enjoy The Void and Pathologic. I was frustrated, disgusted, and depressed by them a lot of the time, and not in the same way that a game with bad mechanics would be (though Pathologic is very obviously a rough first try).
 
- All weapons/tools should be available from the start, you shouldn't have to level up to be on even-ground. If your game needs this as an incentive to keep playing it probably isn't very good. This only applies to shooters.
 
HK-47 said:
Well fun is no the same thing as enjoyable. I didnt really enjoy The Void and Pathologic either. I was frustrated, disgusted, and depressed by them a lot of the time, and not in the same way that a game with bad mechanics would be (though Pathologic is very obviously a rough first try).

That is the point he is making.

Although, the fact that you continued playing those games means that you derived something from them.
 
Cep said:
Cryostasis and The Void for 2.

Perhaps Silent Hill 2.

While I do not want to play a game that is not fun, to say that games should be geared to providing just that is misguided.

Not all books I read are 'fun' (The Human Stain, Sula and C&P are three of my favorites and they are not 'fun'), I do not watch all movies simply for 'fun' either.

The moment when games do not have to be 'fun' to be good, is the moment where medium has matured to the point where it can be called 'Art'(not that I give a shit if it ever gets there).

I disagree, again. They are fun. But, as I said, use "enjoyable" if you like. And you're really, really wrong about the "art" thing. You make it sound like a bad goal, like art has to be boring...but that's another thread.
 
Halycon said:
I agree with the Bioware Design Philosophy: DON'T BE AFRAID TO SHELL OUT SOME CASH FOR GOOD WRITERS. IT REALLY SHOWS.

Yeah, I'm thrilled with the results.
 
Leondexter said:
I disagree, again. They are fun. But, as I said, use "enjoyable" if you like. And you're really, really wrong about the "art" thing. You make it sound like a bad goal, like art has to be boring...but that's another thread.

Not at all. I am a proponent of individual games being art.

I just think that the medium will not be accepted as such until it can provide varied experiences.

And yes, enjoyable is a much better word.
 
Leondexter said:
I disagree, again. They are fun. But, as I said, use "enjoyable" if you like. And you're really, really wrong about the "art" thing. You make it sound like a bad goal, like art has to be boring...but that's another thread.

Wow fucking missed the point. Twisted words much?
 
"Appreciate" might be a better word still. Watching "Schindler's List" was not fun or enjoyable in any sense, but I did appreciate the experience.
 
Botolf said:
"Appreciate" might be a better word still. Watching "Schindler's List" was not fun or enjoyable in any sense, but I did appreciate the experience.

Protolf indeed
 
Botolf said:
"Appreciate" might be a better word still. Watching "Schindler's List" was not fun or enjoyable in any sense, but I did appreciate the experience.

Well, we are looking for adjectives...

Appreciable?

Besides, I would say "Schindler's List" is enjoyable. Enjoyable is a nuanced word.
 
-A games base mechanics should be intuitive. If its a complex game, then you make damn sure the techniques to get through the first hour or so are intuitive and easy to grasp, so you can gradually tutorialize the player.

-If your game has a story, any story at all, hire actual writers! I cannot stress this enough how important this is to me in games I enjoy. Hire writers who know how to write dialogue, and get them in on the process, so that the narrative is f**king paced properly.

-Testing, testing, testing. Don't just use playtesters to find bugs. Observe them. Where are they having difficulty? Where are they having fun? Analyze these parts.

-Sometimes color is nice. In fact, most of the time color is nice. Brown is a color. Use it like any other.

-If a game's base mechanics support multiplayer, than it makes a nice afterthought. But unless a game is built from the ground up to be online (see: MAG, TF2), than your campaign should be your priority.

-Gore and tits are not mature. Well written storylines and gameplay that interacts with them to reinforce deep and complex themes are mature. Shattered Memories is one of the most mature games I have ever played.

My favorite games of all time (Super Mario Galaxy, Silent Hill: Shattered Memories, Myst III, Portal, TF2, and HL2) all meet the above criteria that apply to them. Note that I didn't say the best games, or even the most raw fun, but the games that really resonated with me. These are the philosophies that make a game incredible for me.
 
The_Technomancer said:
-A games base mechanics should be intuitive. If its a complex game, then you make damn sure the techniques to get through the first hour or so are intuitive and easy to grasp, so you can gradually tutorialize the player.

-If your game has a story, any story at all, hire actual writers! I cannot stress this enough how important this is to me in games I enjoy. Hire writers who know how to write dialogue, and get them in on the process, so that the narrative is f**king paced properly.

-Testing, testing, testing. Don't just use playtesters to find bugs. Observe them. Where are they having difficulty? Where are they having fun? Analyze these parts.

-Sometimes color is nice. In fact, most of the time color is nice. Brown is a color. Use it like any other.

-If a game's base mechanics support multiplayer, than it makes a nice afterthought. But unless a game is built from the ground up to be online (see: MAG, TF2), than your campaign should be your priority.

Yes, though people still are figuring out pacing for games, especially with open areas and sidequests.
 
HK-47 said:
Yes, though people still are figuring out pacing for games, especially with open areas and sidequests.

That is another thing that grinds my gears; poor pacing.
 
thomaser said:
Design interesting gameplay and fine-tune the controls BEFORE doing anything else.

I was going to post this. For me, this is the number one thing.

The developer of Cave Story said that he spent a long time fine-tuning the game mechanics to make sure it was enjoyable to play, and that really stuck with me. Gameplay needs to come before the scenario does.

However, it's true that there is no "game design philosophy" that applies to everything. I can't imagine Silent Hill 2 being made with that, and of course there are others - but I would say that the majority of games would benefit from making the game before the story.



People bring up saving a lot, but what exactly do you mean? I think being able to save normally at any point would take away from a lot of games. I don't disagree at all with letting the player save at any time so they can take a break, but I think that that idea would work better with most games if those saves were like "temporary" saves, like how Fire Emblem does it.
 
Top Bottom