What makes a good game? (Please read the first sentence before downvoting)

FIRST SENTENCE:

I know it's not really something supposed to be asked here but for me this felt as good a place as any to ask , so please forgive my insolence regarding the strict policy on the Q&A site. If you do not agree would you kindly do me the favor of just ignoring this post? You have my thanks in advance!

So about games. As the title mentions, I want to know what the people here think of that. What makes a game good?

And I am not looking for a statement on sales merchandise , no I want to know, what makes you happy when playing games, or is that just enough?

I'm asking this purely out of curiosity, it's my strength and weakness. There I shared something TRUE of myself , as a token of goodwill. For me the most amazing time gaming was "the good old days" when it all was new. Now everything is judged weighed and tested before I "decide" I like it. Except for one thing. Atmosphere, a catching story line in some dark smudgy noir town in chicago start 19th century. Ambient music in the back lightposts flickering and footsteps in the dark approaching from far way. That's the real deal for me, the rest is just practice and skills with friends.

So in one sentence

What's makes games tick for you?

Again I would like to ask a pardon for posting this here, please do just ignore it

EDIT 4/16/2011 11:40 GMT+!

Thank you everyone for your responses! I will take time to read and respond to everyone of them if able and respond to your suggestions where possible, but it will take some time :) I am very glad to see such positive feedback!

I found an interesting infographics about making good game.

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for me, it's the reward. games that provide rewards easily in the beginning and building up as they go are the best type of game for me. a reward could be a new item, an unlocked level, etc...

take a look at any MMORPG...they do exactly that...and that's how you get 13 million people to play the same game for years and years.

I'm not a gamer at all. but once in while enjoy it. I love multiplayer games specially RPGs. It so fun. it's like hanging out with friends. And also mini games (like those for mobiles) are my fav, there's not a big story going on and you can just jump right into the game and end it whenever you want.

Why would anyone downvote you for asking such a complex question?

What makes a game tick for me is whether it feels like a pronounced, unique installment that is greater than the sum of its parts, and whether or not it's just piggybacking on the success of everything that already exists (read: these copious amounts of World War 2 games and brown-colored first-person shooters) or whether it's forged its own path and the developers did something they truly love and enjoy, themselves. If you love what you're making, it WILL show through. Every single time.

When game development solely becomes a business decision or a "me too" bandwagon, you might as well get out of the industry, because you'll probably have no interesting ideas or experiences to offer (and oddly, will probably make less money in the long haul). Movie to video game re-imaginings come to mind here.

The best way to answer what makes a video game good is to tell you what video games I thought were good, and maybe even research them yourself.

Grim Fandango is my favorite game of all time. Sure, it's an adventure game with a somewhat unwieldy keyboard control scheme and an awkward "hot-skull" interaction system, but the pre-rendered visuals dripping with artistic decor and the borderline insane premise of the game, coupled with incredibly fitting voice acting just brought everything alive for me. Even if I play it to this day I'm impressed with it, despite the fact that I know how to beat every single puzzle in order.

The Splinter Cell franchise helped challenge mindless, tedious shooting games with "What if I could take out an entire building of guards without firing a single shot by keeping to the shadows?" Granted, not the first stealth game, but before they wrecked the franchise with Double Agent and Conviction, they proved they knew what it took to make stealth fun. And if you think about it, you could almost consider it a puzzle game in a roundabout sort of way, despite having a deep basis in violence and subterfuge.

But a good game can be about more than just doing what hasn't been done. You can do what has been done, and in addition to doing it better and setting a new standard, add a twist or two all your own. Were it not for Bulletstorm's skillshot system and hilariously unexpected, overly-juvenile humor, it'd be just another "rawr, muscular mercenary goes around and shoots dudes" game. But they melded the elements together well and created a unique experience.

Replayability is huge (for many people, at any rate). I've never in my life spent full price on something I thought I would only play one time.

Resident Evil 4's method of enticing you to play repeatedly had me completely caught off guard. Let's face it, the game was super linear. Were it not for the simple fact that they allowed you to keep all your weapons, money, and upgrades on to the next playthrough, I wouldn't have even bothered replaying it. But because I knew I would gradually get more and more bad-ass, I greatly enjoyed playing through it 4 times while I upgraded and crammed everything I could into my inventory, which I happily used to blow the smirks off everyone's face on subsequent playthroughs where it's actually fun to blow through it being overpowered, since you've already ingested the storyline.

You have to be able to get addicted sometimes, especially when you talk about old-style games. Think about what made you persist through even a few games that had you frustrated at many times. It could be as simple as something that feels cathartic, like an awesome kinetic sound effects, hearing a character's voice, or knowing an upgrade or improvement is right around the corner.

What makes games tick for you?

  • It should be quick to launch and offer instant gratification.
  • It should not be a game about grinding or waiting.
  • I should be able to turn on the game, play 5 minutes or 5 hours without any hassle.
  • No continous competition (I hate leveling in MMOs, if you don't play for a few days your friends outlevel you and you must play alone).
  • It should be simple to understand yet hard to master.
  • It should offer replay value.
  • It must be multiplayer (except for arcade games).

Examples of games I find pleasing:

  • Magicka (replayable, simple but hard to master, instant gratification)
  • Team Fortress 2 (replayable, simple but hard to master, instant gratification)
  • Galcon Fusion (replayable, simple but hard to master, instant gratification)

Examples of games I find unpleasing:

  • Practically any MMO today (grinding, continuous competition, time waster)
  • X3: Reunion (too complex, too much effort to have fun)
  • Left 4 Dead (I find its replayablility too repetitive)

It isn't a bad Question, but this really isn't the right place for it (as others have said).

A better place would be the new StackExchange Game Developer site, which covers all kinds of issues in game development (whereas UA is obviously for more Unity-related questions).

For instance, a search there for +fun returns a long list of similar Questions.

Start off by teaching the player the basic moves and keep on introducing the player to new challenges so they are not doing the same thing all the time.Then as you progress through use less the chalenges you find boring and do challenge section that you like more.(do not go overboard with this though) Throughout the game keep showing the player new stuff and keep giving the player rewards (If its a fps game give them a new better gun or gun upgrade) As the game goes along make the game a little bit more difficult. If it is easy throughout the whole game the game will get annoying. Do not make it too hard either. Too much difficulty will cause frustration. If you do chose to make a level or section really hard then you have to script it well. Never make the game feel cheep and unfair when the player fails. The most inportant is to make a good story. If you happen to make the game bad but the story is very good, ods are that the will force themselves to play just to see the next cutscene. I know this is long but I am giving you my honest oppinion on what most people out there find really fun and worth their time.