Creating a fun experiance:

Hi all,

I was doing a reviewing my games(an FPS) current gameplay mechanics and player options and started to wonder, what makes a game fun? Right now most of my gameplay relies on firing guns, destroying things and a little bit of exploration. Nothing a standard FPS does not have. So, my question to you is, what kind of interaction makes a fun game? What gameplay elements do you like in your games?

Do not limit this to just the FPS genera. I would just like to know what aspects of gaming you like and what aspects of gaming haven’t been covered that you think should be! I want this list to become a public document that we all can use to make our games better. A list of player wants that we can all include in our projects at will.

Examples:
I want a game that allows me to do [insert action/ability here]
or
I like puzzles in games, more specifically ones that involve lock/key systems.
or
I like to level up characters and get upgrades to weapons and armor.
or
I like to earn a form of currency to purchase items in game. Shop systems are fun and encourage exploration or combat to get better equipment or more ammo.

Personally I like games that allow various levels of interactivity.

  • I love the Zelda games because the currency system allows me to purchase things I need and encourages me to explore more. I can upgrade weapons and buy new equipment.

  • I like games that encourage exploration and reward the player for doing so, but not reward them all the time.

  • I do not like games that are mostly linear in level design. Half Life I am talking to you! Yes its a fun game, but really there were times I was disoriented and thought “well if I go this way it will be the right way or it will lead to some creates of ammo/health with some head crabs. If its the second then I go back and take the other route.”

  • I like games with some back tracking but not enough to get annoying. Back tracking as part of the story is nice, back tracking for the sake of lengthening a game is painful.

  • Puzzles are great in games, physics based or maze-like even lock/key puzzles are welcome. Over use of these can get very tiring though.

  • Physics are always fun, let me pick up and throw things, destroy things and watch bits and pieces fly.

I personally like games such as bioshock, which are a mix of RPG/FPS :slight_smile:

You should really read The art of game design by Jesse Shell if you are interested in a theoretical view on what makes games fun. It’s a great read!

I like a game to remember what it is.

By that I mean, if you’re going to be an FPS, be an FPS, if you’re going to be a Hack n Slash, be a Hack n Slash. Gradual changes in gameplay is perfectly fine and of course shakes things up a little, keeps you on your toes etc. But sudden changes are really unwelcome. I don’t like change, lol.

Examples of things gone wrong:

Change Places!
Darksiders. Bloody awesome game! Great fun tearing through it, nice mix of everything, beautiful to look at… Suddenly! Puzzles appear. The entire pace of the game, the feel of it, everything changes with little warning to very frustrating puzzles that simple were not fun whatsoever (anyone who played it through knows -exactly- the bit I mean lol). It was like an entirely different group of devs picked it up, did a chunk of the game, then handed it back to the original ones. If a game has me downloading a trainer, then it’s doing something wrong.

Obviously named after the Mad Hatter’s saying, quite fitting considering how insane such an act of video game vandalism is, lol.

The Citadel Syndrome
I know from a sales point of view, you want your first level to be the most visually impressive and enjoyable for the player. If you don’t hook them at the start, you likely wont hook them at all.

BUT. Why must so many games become lazy about three quarters in, with what I call the Citadel Syndrome. So named after HL2, which was great fun, until you get to the Citadel area’s. Some of the most uninspired, boring, dull, puzzle jumping wastes of space I’ve ever seen. It’s almost as if the developers create them in a linear fashion and simply lose all interest at about that point, and just throw any old crap in, and include tons of stupid jumping puzzles and other things that rarely ever make sense, in an effort to pad it out a bit more.

I named it after a ‘recent’ game, but this is something that’s been a problem in so many games since pretty much the beginning, and it bugs the hell out of me. Put more effort into the later area’s, the player just sat through and played all that, give them something more rewarding instead of insulting their intelligence and throwing a bunch of half baked jumping games at them.

Better yet, remove player jumping abilities entirely, so you don’t get tempted to cheat the player (worked for Dead Space 2)

The Romero
A great game, keeps you entertained, does everything right. Until the very end when suddenly it just gets stupid and you’re left thinking wtf?

Not named after John Romero, but named after George A. Romero, who’s Zombie movies I absolutely think are awesome, and consider his depiction of zombies as the defacto standard. Except he has a horrible habit of spoiling his own movies at the end. Namely Dawn of the Dead, the biker gang. For me it ruined the movie, it made me uncomfortable but not in a way that was probably intended, it was silly and it didn’t fit. Lots of games suffer the same way. Now I don’t mean games should have happy endings, far from it. But the endings should fit the rest of the game. Amnesia for example, great game, ending sucked and was silly compared to the rest of it.

The Movies
Oh boy… this one is a big hate for me… Cutscenes. Seriously, if there’s one thing I hate more than anything, it’s cutscenes. Worse than that - cutscenes you can’t skip ARGH! If I wanted to watch a movie, I’d put LotR on. I’m here to play a game, why are you forcing me to watch this shit, and yes it’s shit, I don’t care for your storyline, it’s been done a million times before (they always have) and the acting is more than likely, terrible. I do NOT want to sit here watching it, at all. I’m not even paying attention at this point, stop already, I’ve gone to make a coffee, I’m taking a dump, hell I went out to the store.

It’s even worse when the cutscenes include important information. Now you’re making sure we have to sit through that shit omg “uninstall”. Really, there are so many better ways to impart important info to the player than putting it in a cutscene and assuming people want to watch it. It’s bad enough the first time around, but bang goes replayability.

Usually when hatred of cutscenes is mentioned, someone brings up HL2’s cutscenes. They’re almost as bad. Yes you can move around in them, but you can’t actually progress until it’s done it’s thing and unlocked the door.

“but you need cutscenes to move the story forward!”
No, no, you really don’t. You write your game to do that without the need for them. Why not add changes to your game if someone skips something. shake it up a bit, but don’t punish them. For example, you enter a bar and the barman has something important you need to know, let the player find it out himself, don’t try be Ridley Scott. And if the player gets bored and walks off mid barman monologue, have him get all butt hurt and react, just like someone would if you walked off while they were talking to you lol.


That covers my big annoyances. The things I like, eh, not so easy to think of these, lol.

I like a game to be open, and I like to be able to do what I want. Now I’ve made games in the past, and I know how difficult it is making an open game compared to something linear. But The Elder Scrolls games shows it’s quite possible. I don’t want to feel like I HAVE to do the main quest/mission/story if I don’t want to, but like to know I can return to it and carry on when I like. Again the Elder Scrolls games display this nicely. You can play for as long as you like, visit practically everywhere, do everything and behave how you want, without even having to think about the main quest. Then whenever you’re ready, do a bit, then move onto something else if you get bored.

Course, for something so open to work, it needs plenty to do outside of the main story. I really enjoy exploring and finding hidden secrets and quests, little mini stories and glimpses into different situations and characters lives. I like being able to do my thing, but know that if I get bored, there’s still the actual game waiting patiently for me. I don’t like being told what to do all the time.

Also, for me, it greatly increases replayability, being able to do whatever I like. On the other hand, sometimes a game can be -too- open. A good example would be Elite II: Frontier. An awesome game on a scale yet to be repeated, and one of my all time favorites. But it was just too big, too empty and too limited to really keep you interested after you’ve done most things.

I like collecting things, and as I say, exploring. I like achievements, but not grinding. I like to be able to do as much as possible without being limited, once I’m told “no, you can’t do that without doing this this and this first” I’ll find a way to cheat it and get bored quickly. Yet if I did the same thing because I wanted to, without being told it had to be done. I’d be fine with it.

I like MMORPG’s but not playing with other people. I’m greatly looking forward to the 7 hero party update on Guild Wars.

I like a game to be a challenge, but not over the top. Good puzzles are fine, and as I said above, usually welcome, but then there’s badly designed puzzles. God of War (don’t remember which one) there was a puzzle that involved opening a wooden door, pulling a stone block out and getting it around the corner, jumping on it and up onto a ledge before the time limit ran out and killed you with spikes. It was a horrible puzzle, badly designed and the only challenge was how fast you could do it, it didn’t tax the brain, just frustrated it. That kind of thing is just annoying.

Ok I’m just gonna stop there cause I can’t seem to give a proper list of things I LIKE, just things that annoy me, I’m sorry, lol.

I’ve got to disagree with you there… I thought the puzzles in Darksiders were the perfect amount of challenge. It was a developer-admitted Zelda homage/ripoff and was advertised as such, and what is a Zelda game without some light puzzles?

Yeah but do you know the part I meant? A lot of people have complained and even the devs admit they shouldn’t have done it and will address those issues with the sequel. It’s the stage you reach Azrael and have to free him. Suddenly the gameplay changes drastically, and lets be honest, it turns into Portal, and just doesn’t fit the rest of the game.

As I said, I’ve no problem with the puzzles elsewhere in the game. Right up to that point, the balance was pretty much perfect and I was absolutely hooked. Then it just changes completely, before finally getting back to normal just before the end of the game.

Oh but THANK YOU for not saying “zOMG they ripped off Devil May Cry omgomgomg”, lmao. Seriously, I got so tired of hearing that whenever Darksiders or God of War get mentioned. I’ve played DMC, it’s shit, Darksiders and GoD are the same gameplay, but just do it a hell of a lot better.

Ahh yeah that temple in particular was pretty rough… I kind of viewed it as Darksider’s “Water Temple”, but I suppose they could have tuned it down a bit. But it did still fit the “this gadget is a gimmick that solves all the puzzles in this temple, and you will rarely use it elsewhere” Zelda paradigm.

Yeah, if it were toned down it would have been better. It was all just a bit jarring for me. I can understand why they did it, wanting to keep things interesting, just could have used more play testing before release I suppose. Rest of the game was great, sad when I finished it. Might go play it now actually lol.

Shell is a great place to start. There’s heaps of other great game theory writers around like Zimmerman, Crawford, Rogers ect - and they’re just games people. There’s also a lot of great classical and modern philosophy to read about on this subject too.

Absolutely, I loved every minute of it. I love the Zelda template, I love dark/apocalyptic/heaven vs. hell stories, and I love God of War-esque combat; how could you go wrong?

They say “the difference between a homage and a ripoff is whether or not I liked it”, I’d definitely say it was a homage :slight_smile:

Great discussion so far! Nice to see some books to read, but I am concerned about what you like to do in games. Theory is all fine and dandy until you actually have to apply it. I want to know what gameplay elements or instances you have played through that you like and dislike and why.

Thanks Frank Oz for your very informative and detailed post above. That is the kind of information I am looking for.

Other things I am looking for:

Gadgets for gameplay?
-Is one time use of it ok?
-Do you like to gain things and use them later in gameplay?
-Do you like gadgets as part of a puzzel?(Like Legend of Zelda)

Do you like power ups?
-What power ups are your favorite?
-When do you think they are appropriate?

Health Bars vs Regenerating Health
-Which do you like and why?

HUD
-How much is enough?
-When do you like more information?

Quicksaves?

Gameplay Hint Systems
-Prompts for when you don’t seem to be progressing. Good or bad?

Combat
-Is it nessicary?
-What kind do you prefer?
-Melee or ranged?
-What time period?

Realism:
-What level do you like in games?
-Your take on Cel shading

and anything else you can think of!
Please remember to answer these as players and not game designers. :slight_smile:
With detailed responses we should be able to have a large set of data that we might be able to see patterns from that will allow us to rethink or retool some of our designs or learn common overlooked pitfalls etc.

I don’t know if asking for individual opinions within this forum is going to be of much benefit to you if your after what players like. The established genres that already exist tend to do a good job of blending the different elements of games into a balance that appeals to a large audience so just by analysing them alone you should get a good idea what people like. Of course now we have many cross genre games and that was always going to be inevitable since as we become accustomed to a certain style of play new elements would be needed to keep the interest, so simple answer is just to borrow them from a different genre.

As a designer I look to a variety of different influences when I’m attempting to design “fun” but my check list for concepts is a mix between Richard Bartle’s, Raph Koster’s and Marc LeBlanc’s theories.

As a player my favourite game out recently has been Demons Souls. It was hard and punishing to learn, had character development even if it was somewhat confusing and totally imbalanced, an online aspect that allowed both collaborative and competitive social interactions. My favourite game of all time is Ultima Online, though I have to constantly force myself not to remember its degenerative decline in the last years I played it. Too much to account for playing this but its main focuses were character development and social interactions.

I feel like buying and playing Darksiders now though… oh how a Zelda reference lures me in ><