| 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: |
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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 :
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| 01.
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Concept - An original
and exciting concept or
approach whch is well targeted at a wide audience. |
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| 02.
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Game-play - Variety and
depth of game-play, reward systems,
hardware etc. |
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| 03. |
Graphics - A unique graphical style all its own. |
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| 04.
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Artificial Intelligence.
(A.I.) Realism / believability
/ character behaviours
and physics |
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| 05. |
Accessibility - The 'pick-up-and-play'
factor |
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| 06. |
Sound - Involving musical
score and atmospherics to enhance
the game. |
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| 07. |
Environment - Stunning
locations and believable settings with detailed
and varied level design. |
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| 08. |
Hardware - Inventive
and/or authentic hardware to use
during gameplay, it must be fun. |
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| 09. |
Replay value - longevity
and value for money |
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| 10. |
Relevance - to target
(and wider) audience |
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Other
considerations:
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| 11. |
Multi-player functionality / on-line
gaming issues |
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| 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.
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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.
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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. |
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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'. |
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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.
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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.
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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:
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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. |
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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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