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What makes a successful game? Back
We all know a great game when we play one, just as we can recognise a bad game when we have paid for it. However to gain a definitive blueprint of exactly what makes a great game can prove elusive as we frequently see. This is partly because of the large number of variables in the development process and partly because of the speed at which both the technology and market are moving.

Taking an objective viewpoint and the benefits of hindsight the task of creating a successful game concept can appear quite simple. My argument is that maybe it can be. Ask the Audience, listen, and build from there.

It all depends on what level you look at this question from and there are several ways to do this. First I would like to propose a basic definition of a successful game:



The Definition:
A truly successful game can be defined as; a computer entertainment product that: 1. exceeds market and industry expectations in terms of artistic and technological quality while pushing the envelope within its respective genre 2. Meets or exceeds demands in relation to market trends and desires, entertaining for an extended period, whilst at the same time 3. repays its production costs and generates good to excellent profits for the development company responsible.


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Consumer Criteria.
Depending on genre, the finished game should score highly in a majority of the following areas :

   
01. Concept - An original and exciting concept or
approach whch is well targeted at a wide audience.
 
02. Game-play - Variety and depth of game-play, reward systems, hardware etc.
03. Graphics - A unique graphical style all its own.
 
04. Artificial Intelligence. (A.I.) Realism / believability / character behaviours and physics

05. Accessibility - The 'pick-up-and-play' factor
 
06. Sound - Involving musical score and atmospherics to enhance the game.

07. Environment - Stunning locations and believable settings with detailed and varied level design.
 
08. Hardware - Inventive and/or authentic hardware to use during gameplay, it must be fun.

09. Replay value - longevity and value for money

 
10. Relevance - to target (and wider) audience

Other considerations:
11. Multi-player functionality / on-line gaming issues
 
12. External or in-game editors
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OK. Lets take a look at each of these points in a little more detail.

01. Concept
The game concept is the framework upon which everything else will be based and the foundation for creating good gameplay. Designed to either push an existing genre in new directions, to a higher standard than ever before or creating an entirely new genre altogether. The concept should provide for engaging subject matter with broad market appeal.
Concepts that are slightly abstracted from current trends can work well, a seductive concept will guarantee a segment of the market, the simpler the better with a lot of attitude.

  02. Gameplay
Everything else is a bonus. Good gameplay will be varied with lots of action and lots of different things for the player to do, allowing multiple paths to completion. It should provide motivation for the gamer and generate interest in the story and characters. In non-character or story driven genres there is more emphasis on the reward systems to motivate the player, for example the licences in Gran Turismo.Gameplay also includes the use of good control-systems. This is the 'one-more-go' factor where the player is working towards a real goal.

03.
Graphics
Cutting-edge graphics will enhance the realism of an environment and support the gameplay, reinforcing the art direction in the same way great sound effects do. Incorporating stylish cinematic qualities and FMVs can work well but should not obstruct the flow or momentum of the gameplay.
 
04.
A.I.
Real artificial intelligence, where enemies display and act on familiar human traits and emotions. There is nothing more disconcerting while playing a game as seeing a computer controlled character running round and round in circles with no logic. A high level of A.I. creates believability and realism, the use physics and behaviours can generate real artificial intelligence.

05.
Accessibility
Difficulty level and reward-systems should increase in smooth opposing incremental curves drawing the gamer into the game at their own pace. Give control to the gamer, allow them to make free choices about things like: The presence of full motion videos, difficulty, pace, Take the graphic novel in Max Payne - don't force users to slow down. It is the 'pick up and play' factor or 'getting started'.
 
06.
Sound
Sound is a powerful tool when creating a believable world. With the use of atmospherics for example Medal of Honour used distance and spatial effects to create the illusion of a larger world existing outside the game space. Musical scores as seen for example in Vice City can act as invaluable aid to direct tempo and pace, enhance significant moments throughout the story and compliment the art direction.

07.
Environment
Game level design regardless of genre should strive to achieve stunning locations and settings. Take the historical atmosphere of Soul Reaver and the beautiful visual changes between the two dimensions - achieved mainly by the environmental design, colours, textures and warped structures. Also using environmental physics such as the weather system seen in GTA Vice City or the ability to slipstream in Gran Turismo can be effective tools in immersing the player in the illusion of a new reality.

 
08. Hardware
In relation to weapons, vehicles and equipment, depending on the genre if there is a high content of weapons and/ vehicles they should be either: realistic and detailed with as many authentic sounds and functionality as possible, within the game without sacrificing game-play or alternatively they should be highly creative and inventive in the case of a fantasy / Sci-fi genre, like Soul Reaver or Serious Sam. The important thing is to have a varied selection of weapons and equipment that add variety to the gameplay.
09. Replay value
Gamers will thank you for it, longevity as seen in Vice City or Gran Turismo is good because it means the depth is there to keep gamers entertained longer which after all is what it is all about. All games have a natural life-span but games are becoming more expensive to purchase and produce making longevity more essential. Also it will associate value with a franchise /brand and ensure future sales as seen with the Gran Turismo and Grand Theft Auto Series. From a development point of view it will keep the audience satisfied for longer at a time when development cycles have greatly increased for next generation titles.

  10. Relevance
The relevance of a game to the target audience and further afield is extremely important. A good game concept can encompass a wider audience than its niche normally allows. It can be said for example that The Simpsons Wrestling was designed for a younger market however it has become broadly successful, demonstrating that a game concept that works on many levels i.e. quirky cartoon-style graphics combined with adult humour ('The Simpsons' effect) can be very effective at maximising otherwise niche markets .

Other considerations:


11. Multi-player and online gaming
The Future. The games market is changing dramatically. With the surge in availability of broad band connections, multi-player on-line gaming is becoming increasingly important and is without question the future direction of the industry. Game concepts have to allow for this, a more iterative approach to game development may solve many problems, alleviating lead-time delays and increasing consumer demand.
  12. Editors
External or in-game editors: providing external editing tools or customisation functionality within the game can enhance longevity. Usually however, players just want to bend a track, change a skin, move an enemy / item or make random their movement. Some games lack enough in-game editing features, with obvious exceptions like FIFA or Gran Turismo.
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The X-Factor

What is the X-factor? It tends to be regarded as the illusive ingredient that can't be easily defined, constantly changing, deeply rooted in the psychological reasons as to why people play games and only certain titles and genres. The reasons as to why some games don't make it and others are a runaway success are complex. It is comparable to asking: what makes a great movie? or why was the 'i -mac' computer so successful?

Is it word of mouth?, marketing hype?, corporate support for the artistic content and direction of a title? Maybe it's 'expectation management' like quirky development stories that generate anticipation or 'leaked' information? release timing? Is It simply an audience responding to the quality and confidence that successful games generally have in all departments? or is it the novelty factor? Maybe its just luck?

There are many external factors, some can be controlled and influenced and others cannot, but put simply; create a game that is exciting and new, easy to start playing and great fun to play, removes old boundaries, last a long time and gives value, looks great, sounds great, your chances of success while never guaranteed are greatly enhanced.

I believe the X-factor is having all these ingredients in the right balance where the resulting product is greater than the sum of its parts, hits on the correct timing for the games release, with a sprinkling of magic dust and the pride of the people who created it.




Find out how I have applied these criteria to my top-ten games

[Maybe it's possible to get a clear 10.0 user rating on spong.]

 
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