Most Important thing in a game?

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Posted by The_Last_Ride (76371 posts) 4 years, 3 months ago

Poll: Most Important thing in a game? (130 votes)

Gameplay 78%
Graphics 13%
Story 37%
Characters 20%
World Design 20%
Level Design 19%

What do you think are the most important components in a game?

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#101 Posted by WannabeSbb (71 posts) -
@The_Last_Ride said:

@wannabesbb said:

Interesting that the feel of the game didn't make it into the poll. How the game feels is the deciding factor, every single time. If the game feels like shit, there's a 60% chance I'm not going to go through with it simply based on that unless I'm specifically there for something else from the outset. Blizzard nails this every time. Flinging bouncy cards around in Hearthstone is fun and feels great when you can quickly pull off a bunch of moves and know exactly what happened. StarCraft 2 is one of the tightest feeling RTS I've ever played, and the only one where I've ever felt real control over control groups and quick decisions. The nebulous idea of 'game feel' is vital for me.

But that goes under the different things. If the games doesn't play well, it's not going to make you feel good about it. Same goes for the story and the rest of the options

A game "playing well" is game feel.

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#102 Posted by CoolAssScorpio (25 posts) -

too me i really think graphics and gameplay are most important and the way games have transformation ohhh man just wondering like 10 years from now what would games be like i just cant wait

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#103 Posted by The_Last_Ride (76371 posts) -

@wannabesbb said:
@The_Last_Ride said:

@wannabesbb said:

Interesting that the feel of the game didn't make it into the poll. How the game feels is the deciding factor, every single time. If the game feels like shit, there's a 60% chance I'm not going to go through with it simply based on that unless I'm specifically there for something else from the outset. Blizzard nails this every time. Flinging bouncy cards around in Hearthstone is fun and feels great when you can quickly pull off a bunch of moves and know exactly what happened. StarCraft 2 is one of the tightest feeling RTS I've ever played, and the only one where I've ever felt real control over control groups and quick decisions. The nebulous idea of 'game feel' is vital for me.

But that goes under the different things. If the games doesn't play well, it's not going to make you feel good about it. Same goes for the story and the rest of the options

A game "playing well" is game feel.

That goes under gameplay

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#104 Posted by Abbeten (3140 posts) -

I'm not sure if any single component of a game is enough to carry the full weight. Too much of what makes a game good or bad lies in the interplay between different design elements. I guess if I had to say, I'd go with clarity and consistency of vision.

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#105 Posted by The_Last_Ride (76371 posts) -

@Abbeten said:

I'm not sure if any single component of a game is enough to carry the full weight. Too much of what makes a game good or bad lies in the interplay between different design elements. I guess if I had to say, I'd go with clarity and consistency of vision.

that's why you have the option to choice several options

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#106 Posted by WannabeSbb (71 posts) -

@The_Last_Ride said:

@wannabesbb said:
@The_Last_Ride said:

@wannabesbb said:

Interesting that the feel of the game didn't make it into the poll. How the game feels is the deciding factor, every single time. If the game feels like shit, there's a 60% chance I'm not going to go through with it simply based on that unless I'm specifically there for something else from the outset. Blizzard nails this every time. Flinging bouncy cards around in Hearthstone is fun and feels great when you can quickly pull off a bunch of moves and know exactly what happened. StarCraft 2 is one of the tightest feeling RTS I've ever played, and the only one where I've ever felt real control over control groups and quick decisions. The nebulous idea of 'game feel' is vital for me.

But that goes under the different things. If the games doesn't play well, it's not going to make you feel good about it. Same goes for the story and the rest of the options

A game "playing well" is game feel.

That goes under gameplay

I think how a game feels is a very important distinction from gameplay as what you're doing has virtually no bearing on how it feels to do. It's all in the way the game presents itself and how accurately it receive's a player's input.

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#107 Posted by Pedro (34953 posts) -

@The_Last_Ride said:

@Pedro said:

Hey, look a dead horse. Grab your pitchforks and bats lets beat the shit out of it.

What's that suppose to mean?

That this topic has been beaten to death. All those factors affects the enjoyment of the game. Improving any of them would make the game better. Three of items them can be removed from the list and the game would still be a game.

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#108 Edited by deactivated-5b1e62582e305 (30778 posts) -

Game play, then level design, then graphics, then music.

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#109 Posted by The_Last_Ride (76371 posts) -

@Pedro said:

@The_Last_Ride said:

@Pedro said:

Hey, look a dead horse. Grab your pitchforks and bats lets beat the shit out of it.

What's that suppose to mean?

That this topic has been beaten to death. All those factors affects the enjoyment of the game. Improving any of them would make the game better. Three of items them can be removed from the list and the game would still be a game.

THen don't comment... There are three pages that disagree with you

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#110 Posted by jdfan56k (118 posts) -

Replay value. Do I still want to play this game after beating it? If so, then it's a good one!

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#111 Posted by Lightfighter501 (25 posts) -

I'm a sucker for good story and characters. A game can be like a good anime. I'm the kind of guy that can really enjoy cut scenes that seem to go on forever.

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#112 Posted by Lulu_Lulu (19564 posts) -

@lightfighter501:

Scary...... very scary. :0

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#113 Posted by Jacanuk (18608 posts) -

@Lulu_Lulu said:

@lightfighter501:

Scary...... very scary. :0

Nah, not that scary Lulu, i am also one of the "few" who enjoy cutscenes if there is a good story.

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#114 Posted by Lulu_Lulu (19564 posts) -

@Jacanuk:

Nope...... still scary..... no matter how good tHe story is.

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#115 Posted by WannabeSbb (71 posts) -

They get a bad rap, but there've been many examples of well-done cutscenes. I find The Last Of Us's cutscenes expertly made. They feel like real scenes from a very good movie, with subtle interactions, actual attention to framing, and thought as to how one shot leads to another. Cutscenes can suck if all they are is drivel that's there to be there, but I think a cutscene of any length imaginable is possible to support as long as the game is right for it and it's right for the game.

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#116 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

Its still a cutscene.....

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#117 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: ...yes? Is there something inherently wrong with cutscenes?

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#118 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

I don't know......

You tell me..... is there something wrong with an interactive medium having a non interactive element that does nothing to support that medium ?

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#119 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: Not really. Any art is free to incorporate whatever it wants, regardless of how you choose to label its 'medium'. This is where the definition of 'video game' breaks down, as would the definition of anything else. The fact is, many scenes in The Last Of Us wouldn't have been nearly as gripping if they'd been presented with an over the shoulder view, and some moments would have been downright impossible.

People **** around with the camera. People miss shit. A forced perspective is necessary sometimes to tell a story, and if that's what the 'video game' is going for, then the 'video game' is free to do as it pleases. It's possible for the length and frequency of cut scenes to eclipse their welcome, which is an issue all its own, but cut scenes in and of themselves are not intrinsically harmful in any way, shape, or form.

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#120 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

Duh..... anything can be art.....it has no rules or guidelines..... structure or boundries or whatever...... its just art......

Which is why I never said anything about it...... I was talking about a medium...

Art is overrated.

Anyway.... cutscenes were harmful...... anything that doesn't allow you to interact is harmfull.

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#121 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: Art is art, and art has a medium. Some art manifests itself in paintings, some in music, some in film, some in writing, and some in games. Art and medium aren't opposites or separate-but-equal, they go hand in hand. But what a medium is is really just a label you place on it to define it. You **** up when you try to detain what the art can be based on what you previously defined it as. We can all call video games video games for the sake of simplicity, but when it comes to conversations like this, the labels break down and you look like an asshole.

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#122 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

Art can be anything therefore its meaningless....... its not a particularly good defense. Art in games is like art anyway else...... it overlaps with the medium but whats good for art is not always good for a medium..... or anything for that matter.......

Cutscenes are nice and pretty...... but they are still non interactive...... ergo not helpfull to the medium...... it may make me look like an asshole but it doesn't make me wrong......

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#123 Posted by The_Last_Ride (76371 posts) -

@wannabesbb said:

They get a bad rap, but there've been many examples of well-done cutscenes. I find The Last Of Us's cutscenes expertly made. They feel like real scenes from a very good movie, with subtle interactions, actual attention to framing, and thought as to how one shot leads to another. Cutscenes can suck if all they are is drivel that's there to be there, but I think a cutscene of any length imaginable is possible to support as long as the game is right for it and it's right for the game.

Mass Effect, WAlking Dead, Wolf Among Us, Dragon Age, Final Fantasy, etc

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#124 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: Art can be anything and that is my defense. You keep referring to this concept of a 'medium'. Just because something is non-interactive, it doesn't mean it's automatically detrimental to a primarily interactive piece of art. Any mixture of any modes of presentation are free game to anyone making anything. It's all about how they do it.

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#125 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

Well duh ! Thats how Art works..... you can make a similar argument for anything and you wouldn'r be wrong because theres no such thing as wrong art.......

And don't act like a made up the word medium....... you know damn well thats what it is..... its not a "concept" its what it is...... just like music and cinematography. They are mediums..... with their own guidelines and dos and don'ts. But cutscenes don't belong in an interactive medium any more than a difficulty setting belongs in a Novel....... all though that might be a work if art To some people.

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#126 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: Mediums are concepts, they serve the purpose of making it easier to refer to a general idea. Like I said above, you can't try to mold them to fit around something fit your definition, then criticize it if it doesn't fit. A cutscene in a video game isn't a weakness any more than ketchup on fries is a weakness. Too much ketchup sucks, and sure, you could eat just fries, but the ketchup tastes fine.

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#127 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

Thats a stupid anology....... ketchup and fries aren't as differen't as Cutscenes and Gameplay.

Make an argunent for Ketchup and Wine then we'l talk.

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#128 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: Here's your issue: https://en.wikipedia.org/wiki/False_dilemma

Your argument rests on the assertion that any cutscene in any interactive medium is automatically harmful simply by its being a cutscene. You could say that taking control away from the player at any moment whatsoever in an interactive art form is bad, but you'd be a sensationalist. There's room for art to be half-game and half-movie, or two-thirds game and two-thirds movie. At the risk of sounding like an SJW for video game rights, the games don't have to fit your label. You're free to say that you find cutscenes in video games irritating and restrictive, but trying to say that they have no place in video games is foolish.

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#129 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

Thats because it is....... the purpose of a cutscene is stop you from interacting....... and anything that does the exact oppodite if what Defines a medium is harmfull to that medium...... regardless of how good a work of art it is.

Now I don't care how big of an asshole or a fool it makes anyone sound........ its not wrong..... thats the point.....

Anyway are you saying The Last of Us is not all game ? Do we call it a movie game then ? Partial Game ?

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#130 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: I think gameplay overrides cinematography so a movie with gameplay is a game, but a game with cutscenes is a game. The Last Of Us is a game. You call it a game for the sake of conversation.

A cutscene stops you from interacting for the betterment of the game and the story it's trying to tell. It stops you from dicking around with the camera, makes sure you're looking where you need to to understand what you need to.

Loading Video...

Watch from 1:47 on. If the player was tasked with driving the car, there would hardly be any place to put the camera where you would also be able to see Joel emote. Much of the bonding between Joel and Ellie that's so essential to TLOU's pull would be lost on us. A forced perspective is sometimes necessary for dramatic effect. TLOU wouldn't be half the game it is without its well-directed cutscenes because without them, it's just a stealth game. Combined, the desperate, scrappy stealth and resource management, and the evidence we're given of Joel and Ellie's bond elevate each other into an iconic experience that could not have been accomplished otherwise.

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#131 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

Yeah.... and that would be the player's fault if they missed out on something...... thats how this medium works..... you don't just get to have all of the agency but non of the blame........ If theres something that you clearly should be pointing the camera but decided not to because you were too memorised by the stunning water affects on the road then what...... are gona tell Neil Druckman its his fault for not taking control away from you ?

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#132 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: There's value to an experience that punishes fucking around like that, but there's also value to an experience that takes the best of both the gaming and film world and creates an experience that has both narrative purpose and the benefits of its gameplay sections.

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#133 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

I agree...... it could add value to the experience.......

But thats not what we've been arguing about now is it ?

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#134 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: It's not?

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#135 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

I made it clear I was only discussing this from the perspective if whats good for the medium........ you started out with looking at it from the perspective of an Artform then you moved on to looking at it as an Experience....... they are all different things.......

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#136 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: If it's good for the experience then it's good for the medium.

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#137 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

Nope..... if its good for the experience then its good for the industry or the community.......

The only thing thats good for the medium are the things that make the medium what it is.

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#138 Edited by mastermetal777 (3232 posts) -

@wannabesbb: oh no. You didn't get the memo? Never argue with Lulu. They're the biggest troll of the site and the more shortsighted.

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#139 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: Your definition of 'good for the medium' seems to be to put as many chains on it as possible and restrict what it can ever be.

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#140 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

Isn't that what your cutscenes are doing ?

Using them is putting chains on what this interactive medium can be.

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#141 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: I'm capable of appreciating the use of cutscenes and appreciating the non-use of cutscenes. Letting something flourish isn't the same as not letting it breed with something else.

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#142 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

That depends...... from which perspective you use......... Art, Experience, Industry, etc.

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#143 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: There's room for games to both mature in presenting themselves in a purely interactive way and for them to breed with other genres. Neither are necessarily harmful to any "art, experience, industry, etc".

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#144 Edited by 22Toothpicks (12546 posts) -

I think it's control which of course falls under the gameplay umbrella. If a game has imprecise/laggy/convoluted control input then it being stellar in all other aspects is irrelevant.

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#145 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

Film isn't a genre.

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#146 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: Obviously I meant a different word, and that word is 'medium'. Replace 'genre' with 'medium' and read it again.

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#147 Posted by Lulu_Lulu (19564 posts) -

@wannabesbb:

What would wr call this Hybrid Medium ?

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#148 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: Who cares?

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#149 Edited by Lulu_Lulu (19564 posts) -

@wannabesbb:

I care..... duh...... I don't want to go into a store one day and say reccomend me a good video game only to be given a game movie hybrid........

We already have this a Problem with RPGs.

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#150 Posted by WannabeSbb (71 posts) -

@Lulu_Lulu: An interesting dilemma.