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What are great game experiences comprised of?
36970_440604814609_500264609_5862488_5061095_n
Thursday, May 06, 2010

 

No longer do I require pretty visuals, destructible environments or non-stop action in my games. I’ve grown out of that stage; I now require finer things. Things like rich story lines, meaningful interactions, and consequences are a must. Sure, a game with compelling visuals can help to drive a great narrative. However, a game shouldn’t rely on beautiful imagery alone to sell the story. I want to discuss what I think a great game should consist of. Developers take note, if you do not want your baby falling by the wayside after 6 months; include some if not all of the following.

First and foremost, the story needs to be compelling. If I can’t bring myself to care about the situation I’m in, I will not enjoy the experience. Often times I don’t like stories to be retold, I want something that feels new. Until recently, I thought the only way for that to happen was with a new story all together. I hadn’t really considered the possibility of a story being presented in such a way that it feels new.

I also need a story to affect me emotionally. If the narrative for a game was done well, I should experience a range of feelings. Reactions such as goose bumps, welling of the eyes or a lump in the throat are ideal. If while playing I experience none of these, I haven’t enjoyed myself. Ido not mean to say that the game was necessarily bad. Rather, I am merely stating that the game did not live up to my standards.

To feel like I truly own a story takes a crucial step towards immersion. For this to occur there must be consequences to my actions. When a decision I make leads to the death of an NPC, I feel responsible and regret the decision afterwards. The ability to see the game world change around me based on my decisions gives a sense of importance. I feel like I matter, as though I am making a difference.

It is imperative that interactions with the game world be believable. This pertains to both NPC’s and the environment. Initiating a conversation with someone should be smooth, and unobtrusive.  A good example of obtrusive dialogue can be found in Fallout 3. Nothing about the exchange between characters is believable. In my opinion, Mass Effect 2 has some of the best dialogue interactions available. The process of entering and exiting conversations feels natural.

By far the most important component of a game is its soundtrack. A game can have a rich story, great graphics and lots of amazing effects, but without an amazing score to drive it home, none of those matters. Personally, a beautiful, well placed song that elicits strong emotions is the highlight of any game. They are the moments I recall first, and the ones in which I never forget.

One last thing I believe to be important is downloadable content. For a publisher to announce a game that will be supported in the future is a big deal. Gamers can take comfort in knowing that once they finish a game, new quests, weapons and vehicles are sure to arrive. For the most part, developers do a good job of providing extra content. There have been a few instances where this isn’t the case, horse armor being one of them.

For all of these disparate parts to accomplish their goal, they need to provide a great overall experience. I want to have cared enough about the story to share my experiences with my friends. If the developer did their job, all of my friends will have a completely different story to tell. For me, the final test of a game is the credits screen. If while those credits are rolling I am craving more, the developers earned their pay. They’ve provided everything I require in a game. Meaningful interactions, consequences and most importantly, a compelling emotional experience I won’t soon forget.

 
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Comments (3)
Bmob
May 07, 2010


I was with you until you said "downloadable." In fact, it's just the opposite for me. If a company issues extra downloadable content, I almost always lost interest in the original game because it's not the whole package. I feel cheated when other people can get a 'better' game, just because they can use an ethernet cable/can afford a wireless adapter. I've spent the money on the game, and I should get the whole thing.


36970_440604814609_500264609_5862488_5061095_n
May 07, 2010


@Sandy,



I do not agree with releasing content just after a game releases. I feel cheated at that point. However, if they release content 5 or 6 months after release I am ok with that.


Default_picture
May 07, 2010


Until playing through Uncharted and its sequel did I truly feel the impact a game's soundtrack has on my playing experience. A good soundtrack sets the mood and can influence the emotion and story piece you talked about. 

Personally, if post-release downloadable content is announced or strongly hinted at a weeks before the main experience comes out, I'm won't buy it. Good article.


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