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Great games
PowerKiKi edited this page Aug 3, 2013
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This list describe the difference between an average game and a Great Game. It is not genre specific, hence it may be very vague ideas.
- Fast retry mode. If any particular hard missions to plays (so fast fails/deaths), implements a fast retry mode. Do not reload the whole level which just has been loaded.
- Clever/hidden use of common items/monsters. Late in the game, force the player to find alternative use for common items/monsters, so we can use the basic first-level monster in a brand new way for the last levels.
- Never ask for saving. Unless there is a danger for data-loss (multi-scenario games). It should be totally transparent.
- Always able to save anytime. Optionally implement QuickSave pattern.
- No overflow of text. The story should be good and fast to explain. The player must be able to skip dialog/cutscene at anytime.
- Implement “no default answer” when the user has to input an answer within a long dialog. Typical bad pattern are long dialog and user keep hitting “A” button, until you get the “did you understand or should I tell you one more time ?” and then you hit “A” one more time and have to suffer the long dialog again. Force the user to make a choice, no default choice.
- Fast menus is mandatory. Nobody wants to wait for menus. If needed give up nice animated menus.
- Break the music loop as rarely as possible. If it breaks and restarts too often (eg: whenever I hit pause menu) the same first 10 seconds will drive the gamer crazy. The exception is if the user can use music to measure timing.
- Get enough tracks for game length. Nobody wants to listen to the “main theme” for 40 hours in RPG.
- Help lost players. Either with objectives in menus, or rough directions (maps, large arrows, people showing the way, etc.)