Sign on Options
Theme: [Light Selected] To Dark»

Best. Game. Ever.

Final Fantasy VII recently won the "Best Game Ever" contest over at GameFAQs. Organized as a series of tournament-style polls arranged by console generation, the final two were both RPGs--and were both made by Squaresoft, no less. I find it interesting that such a peculiar style of game as the Japanese RPG could be so popular, though I do have to take into account the enthusiast audience that tends to visit GameFAQs. There are so many off-putting elements to the average Final Fantasy game that I'm still surprised at the mainstream popularity they've managed to garner. For me, the random battles with invisible enemies are jarring, the menu-driven combat is antiquated, special-move cinematics are drawn out and identical every single time, and trying to initiate real-time combat in this menu-based structure is one of the most ridiculous notions I've ever run across.

Most genres evolve to take advantage of new hardware technology, but Japanese RPGs seem happy to take it easy. Games they may be, but balanced play experiences they are definitely not. A bunch of menu-based tactical decisions attached to a plot cannot be the best our hobby has to offer, as fun as the experience may (or may not) be. The "Best Game Ever" needs excellence in design, and resorting to using menus to drive gameplay so heavily in days of controllers with multiple analog sticks, and 16 possible assignable functions, is a bit outdated. These are, in my opinion, some general guidelines to what the absolute best of our hobby would need to offer. I'm not saying that the only great games are the ones that conform to these criteria, nor am I saying that all games that do conform to these are in the upper echelon of titles. With that said, here we go:

Graphics, animation, sound, and music need to be technologically advanced enough to live up to the vision of the designer. This doesn't mean ultra-advanced graphics, but it does mean no graphical slowdown. Shining example of goodness: The Legend of Zelda: A Link to the Past. Few games have aged so gracefully, graphically or otherwise. Few games have as extraordinarily moody an opening as well, and it stands as a testament to the quality and style that can be produced with sprite-based 2D graphics and simple synthesized sound.

There should be a coherent plot that involves the gamer, compelling him or her to move forward, but that does not get in the way of the gameplay. Any voice acting, dialogue, or other in-game text has to be well translated and performed, and written intelligently. Shining example of goodness: Metroid Prime. There are two types of Metroid Prime players: those who say the game had no story, and those who used the scan visor. There was a rich, well-written backstory to Tallon IV and the space pirate activity on it. This also is an excellent example of the plot not getting in the way of the gameplay.

A reasonably designed and implemented save system is necessary. Quicksaving is bad, but not having checkpoints or save stations multiple times a level, at reasonable intervals, is much worse. Shining example of goodness: Halo. The checkpoints are all well spaced so that you're never frustrated. You don't have to keep a corner of your brain devoted to reminding yourself to quicksave after every skirmish; you can fully immerse yourself in the gameworld.

Controls that aren't overly complicated, and allow the gamer to easily accomplish basic tasks required by the game. Shining example of badness: Resident Evil. Why does my character control like a bulldozer? Why can't I aim in more than three directions: up, straight, and down? Why does my character pause for a moment before turning around? Why can I not move and spin at the same time? Some would say that this increases the suspense of the game. I would say that this is artificially manufacturing suspense through bad game design.

The camera must never be a direct cause of death or failure, and the less interactive the camera system is, the better. Shining example of goodness: Prince of Persia: The Sands of Time. This game has one of the more ingenious camera systems I've seen in a while. Very, very rarely does it screw up within its scripting, the player almost never has to adjust it, and I can't remember a time the camera caused me to fall to my death. While doing all of the above, the camera subtly points the player in the direction he needs to go next. The combat camera is remarkable as well, allowing the player to keep track of the Prince extremely well, despite his acrobatic tendencies, and it cuts to close-ups of certain combat situations.

The game cannot be overly long. This is quite the opposite of what most would say, but I feel that brevity is a concept lost on many game designers. Movies routinely get edited down, removing scenes that don't work or disrupt the flow of the film. Games should be no different, and if a section of the game doesn't work, it should be removed. Ideally, once the game was finished, then you might be able to turn on some kind of branching feature that would allow you to place the removed material back into the game to experience how it might have been. Shining example of goodness: Rez. "Rez is pretty short, but that was the best hour of my life." Though it only has four main levels, and a hidden fifth one, they are all excellent in design and presentation. Sure, they could have stretched them out by making more enemies appear in between those cubes of light, or thrown together some extra levels to increase the game's length, but the overall experience of the game would have suffered. A concise feel to the entire experience. The entire game should present a uniform look and feel, from the title screen to the pause menu to the end credits. Shining example of goodness: SSX 3. The entire game sells itself and its over-the-top world remarkably well. The soundtrack is a perfect mixed tape for snowboarding. The DJ is never grating and he's in the game from the intro video. There's a temperature reading in the corner of the start menu that varies depending on where you are on the mountain.

Above all else, excellence in game design and balance throughout. This means clever puzzles, challenging combat, and no sections of the game that are a drag to play. Shining example of goodness: The Legend of Zelda: Ocarina of Time. There is no bad part to this game. From beginning to end, it's a pillar of perfection, and a monument to just how amazing gaming can be. I mean, you had a damn horse.

Nitro Burnin' GameSpotting

Welcome to another top-fuel edition of everyone's favorite video game editorial, where you pay for the whole seat, but you only need the edge!

Tags