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  #1  
Old July 15th, 2005, 09:35 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: What Makes A Good Game?

Just one more turn does it for me. Little things that make me want to see the results of my actions (Im just going to peek to see if it worked) but then I end up deciding a next move based on that which ends up forcing me to go ahead and put all the decisions in. Oh well then I might as well hit process. Hmmm I think I will just take a peek to see if that worked. AARRGGHHH!

Also my favorite games are ones where I do NOT feel like the goal is to figure out what the programmer wanted you to do. I like games where the setup or the game options or the map are so involved that you feel as if you are actually coming up with your OWN methods and tactics. Ones which, possibly, the programmers didnt even consider. What I love about both SEIV and Dominions (over in the other forum)is that it supports so many different playing styles.

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  #2  
Old July 15th, 2005, 12:04 PM
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Captain Kwok Captain Kwok is offline
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Default Re: What Makes A Good Game?

For me a game needs to be dynamic in terms of either gameplay or modding options, plus be in an area of interest to me such as space, city building, or hockey.
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Old July 15th, 2005, 02:17 PM
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NullAshton NullAshton is offline
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Default Re: What Makes A Good Game?

The luck factor is very important in a game. Games are dependent on luck, in order for people to be addicted to it. You do something lucky, like defeating a superior fleet, and you want to try to do it again, this time with skill.
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Old July 15th, 2005, 11:58 AM
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Default Re: What Makes A Good Game?

Quote:

What makes a good game?

Hmm. As far as I can tell it comes down to striking precisely the right balance between fast moving objects that explode at little or no provocation, really big guns, really big swords, really big swords-that-are-really-guns, zombies, ninjas, zombie ninjas, and hot kung-fu chiXXors with inadequate bust support.

Quote:

You want complex? Try this: http://home.cwru.edu/~jnt5/Planarity/

Addictive. Gives me a strange urge to research stellar manip and remodel some warp-points.

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Well, he can have cheese if he wants. I just thought a rabbit would like a carrot.

You're right, rabbits don't like to eat dairy products (unless you count chocolate). Mine doesn't anyway. However, he does like to eat :
- toast
- crisps (any flavour except cheese & onion)
- popcorn
- Banana peel (not too ripe)
- Extra hot bombay mix
- modem cables
- furniture
- Doorframes/ skirting boards
- bank statements/ cheques/ the gas bill
- grapes
- Rice cakes
- Ryvita
- Ankles
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Old July 15th, 2005, 12:02 PM

Glyn Glyn is offline
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Default Re: What Makes A Good Game?

I think since this is a SEIV form most people will agree that SEIV shares a lot of the set of attributes that we (the form members) believe make a game great. If this question was posted on another game form for say a First Person Shooter type, I would expect some different opinions of what makes a game great.

I think game design is more of an art than a science, with a big chunk of luck thrown in. When all the right factors align you get a great game. The mod ability give each user the chance to try their hand a aligning the right factors. SEIV is more than one game!

From the game sellers’ point of view, the perfect game is one that will get the most people excited enough to buy it, but then be board with it so they will be looking to buy the next game that hits the market, but still be happy. That way they can buy a really big house with all the money they make from selling the game of the month every month! (Note, This is an over simplification of the game sellers view, I’m sure things like customer satisfaction, repeat business, recommending games is also important.)
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