Login    Forum    Register    Members   Search    FAQ

Board index » Development » Programming, Art, Design, Sound & Music!




Post new topic Reply to topic  [ 3 posts ] 
Author Message
 Post subject: The Anatomy of a Bad Game
 Post Posted: Fri Jun 01, 2012 1:40 pm 
Offline
Site Admin
User avatar

Joined: Sat Dec 15, 2007 4:21 pm
Posts: 1032
Location: Canada
What separates a good game from a bad one? Gamasutra contributor Josh Bycer takes a look and identifies several factors, ultimately diving into design, examining the technical, sensory, design, growth and mechanic conflict of games using examples from many recently released titles and what they did right and wrong.

Quote:
When you are playing a Super Mario Galaxy game, you don't question why Mario can dress up as a bumblebee and fly around or wall jump, as the rules allow Mario to do those things. On the other hand, you can't double jump as any class other then the scout in Team Fortress 2, because the rules won't allow that. The problem is breaking the rules of the game.

A real world example of rule-breaking can be seen when children are playing. If you have ever watched, or been a part of, a game where the child changes the rules constantly to keep themselves from losing, you can remember how frustrating that can be -- and you can see the correlation in video game design.

_________________
Support Christian Game Developers:
Rebel Planet | Brethren Entertainment | White Knight | Heavens Blessings Tiny Zoo | BlueGill Studios
Exodus Studios | Cougar Interactive | Soma Games | Vertigo Games | P1XL Games | A Little BC
Graceworks Interactive | Lethal Games | JetSpice Games | 3rd Day Studios | Atomic Design Lab
Virtue Games | Cloud 9 Games | Digital Praise | Sunday Software | Christian Games NOW! Store
*BEHOLD! THE MEGA LIST OF CHRISTIAN GAMES!*
Ideas are a dime a dozen, drive and execution are far more rare.


Top 
 Profile  
   
 Post subject: Re: The Anatomy of a Bad Game
 Post Posted: Sat Jun 02, 2012 4:10 pm 
Offline
User avatar

Joined: Thu May 31, 2012 5:04 am
Posts: 18
I found this Article to be a great read. Thank you for sharing.
I find this comment on Gamasutra to be very interesting.

Quote:
"Your fourth page seems to claim that games *need* to drop new content on players in order for a game to remain interesting. I submit to you that this is only the case for games with weak game mechanisms (example: almost all videogames). Does Tetris need new content every few levels? Go? Tennis? Great games don't need a steady flow of content, because the mechanisms themselves are deep."

Your examples are flawed as you're confusing content with growth. In Tennis, there are different courts which affect the physics on the ball, different types of shots and even the rules between single and doubles matches. If everyone could only hit the ball the same way on the same court every game, then you would have a point.

With Tetris, I don't know if you ever played the higher levels of it. But the higher levels start off with part of the play field already full of blocks. When you get really far, about 3/4 of the area is already full before you even begin. There is growth in providing more challenge to the player the further they play.


Ohhh! "Properly" integrate it. What makes that integration "proper"?

Enemies where designed not to focus entirely on Yorda or the player but on both. As some enemies would distract the player by fighting them while the others go after Yorda. Instead of just having the player fight their way through crowds of enemies while defending her, puzzles were designed forcing the player to use Yorda or leave her alone and hope you can get back to her in time.
Any thoughts?


Top 
 Profile  
   
 Post subject: Re: The Anatomy of a Bad Game
 Post Posted: Mon Jun 04, 2012 11:15 am 
Offline
SpeedGame 2012: Best of Show Dev
User avatar

Joined: Thu Jul 10, 2008 3:52 pm
Posts: 124
Location: Michigan
Sorry, but I agree with Keith Burgun in the comments:
Quote:
Save for one article I read by Michael Samyn a couple years back, this may be the weakest article I've read on Gamasutra. This article lacks any insight or useful understanding.

From my perspective, every aspect of a "bad game" that was pointed out in the article was self-evident. By that I mean that anyone could recreate the same list (or perhaps an even more complete list) by asking the simple question "What kind of things irritate me in the games I play?"

Additionally, the author's powers of explanation leave something to be desired. The entire article could have been written in perhaps 20~30 sentences, since every topic it deals with is common to other areas of life. (I also did not see the merit in giving bad press to all of those games I've never heard of, since it seemed to add nothing of value to the article.) Perhaps it would have been more useful to appeal to the common sense of the reader which the author assumes is being repressed. The only problem with that approach is that it would have revealed how elementary the topics being discussed really are.

Technical: In life, people sometimes spend money on tangible items. These people are termed "consumers," and the transaction is called a "purchase." Before making such purchases, consumers weigh the perceived value of the item against the cost of the item. Based on this comparison, they make a purchase decision. (value of item < cost of item = not worth it, do not purchase; value of item = cost of item = purchase; value of item > cost of item = great value, buy now) When an item does not live up to the expectations of the consumer, the consumer will revisit their purchase decision. If the shortcomings of the item are great enough to push it back to "value of item < cost of item" they will feel cheated, thinking "If I would have known what I now know when evaluating my purchase, I never would have made the purchase."

This is a basic fact of economics, and it should not be a surprise that it applies to games to. If you make a crappy game and people spend money and time on it, they may say "I want my money back, and you have wasted my life."

Sensory: Sometimes when people are consuming media, they become aware of shoddy craftsmanship. Studies have shown that people who play games also notice shoddy craftsmanship in games.

Rule breaking: Just as in other forms of media (movies, for example), the consumer expects to suspend their disbelief in some way. When the consumer is asked to suspend disbelief in conflicting ways, it "breaks" the media to varied extents. Ultimately, the impact of this brokenness varies from one consumer to another. Some people are just along for the ride and will go wherever they are taken, but other people cannot tolerate a single non-canonical detail in a passing conversation in episode xyz of Star Trek TNG.

It should be expected that the frustration which arises from this brokenness carries over to games, and that it follows the same rules seen in other media (that is, it varies from person to person depending on how much they care and how inconvenient it is to them).

Mechanics conflict: When a person attempts a given task, there exists a tension between their ability to perform the task and the difficulty of performing the task. This tension is sometimes described as "balance," since it could be visualized as a lever resting on a fulcrum. If a person's ability exceeds the difficulty of the task, the balance is in favor of of the person, and the task is said to be "easy." As the difficulty of a task increases relative to the person's ability, the balance will eventually tip in favor of the task, making the task insurmountable to the person. Different people have differing levels of ability, and what one person finds to be easy can be quite impossible for another, less capable person. Often, certain individuals develop their ability in a given area through practice (repeated performance of the same task) and incrementally increasing the difficulty of the task as they become more capable. When a person with limited ability is presented with a task that only a person with considerable practice would be able to accomplish, it creates a negative perception of "incapability" in them. As a generalization, people do not like to feel incapability, and consequently, they resent being expected to complete tasks which are sufficiently beyond their ability.

Oddly enough, even people who play games do not like to feel incapability, and they resent being expected to complete tasks which are sufficiently beyond their ability, especially when they have paid money to be presented with these tasks (see the "cost/value" discussion above).


Top 
 Profile  
   
Display posts from previous:  Sort by  
 
Post new topic Reply to topic  [ 3 posts ] 

Board index » Development » Programming, Art, Design, Sound & Music!


Who is online

Users browsing this forum: No registered users and 1 guest

 
 

 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron