What's in a game?
By Christopher McMullen
Months of development work? Thousands spent on advertising and PR? More annoying bugs than you can shake a stick at? Or all of the above; though the latter doesn't usually go down to well with gamers. Games come and go at the Games Domain Review and it's up to us to sort out the classics from the crap. But what makes a good game? At the GDR, each reviewer has their own views on what makes a game stand out from the crowd. But, barring a cash bribe, there's a number of things that can make or break a game .Here's the top ten things that I look for in a game, and that many of the folks at the GDR look for.
1. Playability:
It's hard to say exactly but what makes a game really
playable, but it's easily the most important aspect of any
game. Ideally, a game should have you coming back for more,
time after time. It's that indefinable something that makes a
game fun to play, rather than a pain, and makes a reviewer
want to keep playing it after the review has been written. A
game should be captivating, not frustrating - if you get it
right, you'll know about it.
2. Accessibility and Usability:
A game should be fairly easy to pick up and play - it
shouldn't be necessary to read through a two hundred page
manual before you can even get anywhere. If the game is
particularly complex and comes with a huge manual, a
quickstart section should be included. Also, if the game is
pretty complex a la Theme Hospital or X-Com
on-line help (preferably identifying buttons and so forth)
and tutorial sessions are a major bonus. The controls should
be intuitive, easy to use and not over-complex.
3. Graphics and Sound:
Impressive graphics and sound will always fare well with
reviewers, and admittedly myself - the more spectacular, the
better. However, they should also be clear - it should always
be possible to tell what is going on. Likewise, the
perspective from which you view the action should enable you
to see the various obstacles or items which you need to deal
with. A typical example is the isometric perspective used in
many games. When characters go behind walls, they are often
out of sight. Some games deal with this by rotating the
screen or making the walls transparent. The point is that the
player should always have the best view of the action
possible. If I can't see what's going on, I get pissed off
pretty quickly. And as far as sound and music go, make them
add to the atmosphere, not detract from it.. music should be
a part of the gaming experience, not overriding and intrusive
as it is in some games.
4. Originality:
A game will get credit for being original - that could mean
being a completely new concept, or putting a new spin on an
existing genre or idea. The point is that to be original, a
game should separate itself from other games in that genre,
and not just retread old ground. The long awaited Dungeon
Keeper is a combination of strategy, management, and
the whole Dungeons & Dragons scenario, while Carmageddon
is a new violent twist on the racing game genre.
5. Longetivity:
This relates to whether or not a player will still be playing
the game a month after buying it. It'd be impractical to
actually play a game for months before reviewing it, so after
playing it a while, reviewers have to their best to estimate
how long people will keep playing the game for. A tip is to
make the game different each time - employ 'AI', or somehow
change the levels each time. Make it so that a game is never
the same twice. Various things can boost the longetivity of a
game, such as a multiplayer mode, different characters,
add-ons, such as the downloadable tracks and cars that Ubisoft
has made available for Pod.
8. Requirements:
How well does a game run on a standard entry level PC? Can
the detail level be lowered to accommodate slower PCs? Does
it take advantage of any 3D accelerator cards? All of these
are considered when reviewing a game. While a game may look
graphically stunning , it's not much good if it runs like a
dog on anything less than a Pentium Pro.
6. Bugs and problems:
Or rather, lack of them. Sadly, it seems that few games are
released without a few minor bugs. But I can live with that.
What really lowers my opinion of a game is finding that it
contains irritating major bugs, that cause real problems, yet
must have been spotted during testing. I know of several
games that have had no less than five patches released
to fix bugs that must have been known about at the time of
release. I'd rather have a game set back by a month than end
up with buggy software. Releasing patches at a later date is
not an acceptable alternative to releasing bug-free games.
7. Documentation:
Documentation can be of great importance, especially when it
comes to deciding how well a game is received by a reviewer.
I'm not just talking about flight sims either. I've had lots
of fighting games coming with manuals that don't list all the
special moves. Why? Working out complicated keypresses isn't
my idea of fun. Would you produce a flight sim and leave some
of the keys out? Course not. As far as other genres go,
documentation should cover everything you could need to know
about a game, including storyline, keys, the enemies you'll
encounter and anything else you can think of. With an index
and contents, too. And it's no use providing a two hundred
page manual full of information, and leaving the player
unable to find what they want to know. It should be possible
to dip in and out of the manual at your leisure. If there are
a lot of keys, a quick reference card is a must. As one GDR
Reviewer puts it.. 'I want docs. Not online docs but real,
on paper manuals. Something that I can read in bed. One thing
that really alienates me to a game is bad or non existent
printed documentation.'
9. Storyline:
Okay, while a storyline might not be of prime concern to
beat-em-up players, or shoot-em-up players, there should
still be some sort of storyline present. As far as adventure
games are concerned, a solid storyline is critical to the
game's success. A storyline should be rapidly evolving,
carefully written, without plot holes or inconsistencies to
spoil things. Twists and turns also go far to earn the
respect of a reviewer - personally, I thought Harvester
and Darkseed 2 provided some real shocks
towards the end of the game, and I'm not just talking about
gore here. One GDR Reviewer says 'I want a good storyline.
Think Last Express- innovative,
beautiful, plays so damn well, scripted wonderfully- its
perfect. Companies should take this game and LEARN from it.'
10. Installation:
While installing a game wasn't usually too much of a problem
under DOS, with the advent of Windows 95
installing a game has become a lot more complicated. As far
as gaming goes, there's little that annoys me more than
installing a game only to find that I'm offered no
installation options, half of the games files are dumped in
my already bulging Win 95 directory, the game
doesn't come with a custom uninstallation option, and to cap
it all, it installs Direct X onto my system without asking.
Damn you, Bill Gates! A game should give the user a full
range of installation options, depending upon the disk space
the user has available, and should remove every associated
file when it's uninstalled. It also annoys me when after
installing all an entire game onto my HD, the game still
demands I have the CD in my drive to play (even if the game
doesn't use CD music). Your average pirate would be round
this so called 'copy protection' in a flash, so what's the
point?
There you have it - ten points to take into consideration when designing and creating your gaming masterpiece. Bear in mind, many of these are geared towards my own thinking, but some of them are pretty much universal. Happy coding..
Copyright Chris McMullen 1997









