Re: What Makes A Good Game?
One thing I have noticed over the years in games that I think are superior is how they handle the introduction of new things during a game - specifically the rate.
Take SEIV for example. You are constantly exploring, expanding (4x) gaining new techs, building more ships, upgrading, growing your population. Lots of games attempt to do this very thing. But think for a moment about the RATE at which you get these things. The optimum rate is one that truly gives you that "just one more turn" feeling so that I can get that XXX on the next turn. If the game is too long and drawn out, it may be good, but eventually you lose interest because it is simply too slow. Too fast a development rate and you'll master it and play it every which way you can and then get bored with it relatively soon. SEIV controls this better than any game I have seen.
This doesn't have to apply to only 4x or even strategy games. Any genre has to keep you interested for the long term, in whichever relevent way makes the most sense for that particular game. The pace at which this is accomplished is absolutely crucial to being a winner.
__________________
Slick.
|