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PowerKiKi edited this page Aug 3, 2013 · 1 revision

This list describe the difference between an average game and a Great Game. It is not genre specific, hence it may be very vague ideas.

  1. Fast retry mode. If any particular hard missions to plays (so fast fails/deaths), implements a fast retry mode. Do not reload the whole level which just has been loaded.
  2. Clever/hidden use of common items/monsters. Late in the game, force the player to find alternative use for common items/monsters, so we can use the basic first-level monster in a brand new way for the last levels.
  3. Never ask for saving. Unless there is a danger for data-loss (multi-scenario games). It should be totally transparent.
  4. Always able to save anytime. Optionally implement QuickSave pattern.
  5. No overflow of text. The story should be good and fast to explain. The player must be able to skip dialog/cutscene at anytime.
  6. Implement “no default answer” when the user has to input an answer within a long dialog. Typical bad pattern are long dialog and user keep hitting “A” button, until you get the “did you understand or should I tell you one more time ?” and then you hit “A” one more time and have to suffer the long dialog again. Force the user to make a choice, no default choice.
  7. Fast menus is mandatory. Nobody wants to wait for menus. If needed give up nice animated menus.
  8. Break the music loop as rarely as possible. If it breaks and restarts too often (eg: whenever I hit pause menu) the same first 10 seconds will drive the gamer crazy. The exception is if the user can use music to measure timing.
  9. Get enough tracks for game length. Nobody wants to listen to the “main theme” for 40 hours in RPG.
  10. Help lost players. Either with objectives in menus, or rough directions (maps, large arrows, people showing the way, etc.)
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