What does good game design mean to you?

Can you give some examples of what you consider to be good game design compared with some things you’d consider to be bad game design?

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  1. 3 months ago
    Anonymous

    If you have fun, it's good.

  2. 3 months ago
    Anonymous

    >good game design
    a fun gameplay loop and concise level design that adds replayability
    >bad game design
    anything but what I said

  3. 3 months ago
    Anonymous

    A good game as a general rule should always give you the possibility of intuiting an instadeath with a clear head and the right mindset. It is very deflating when you realize a game is just going to kill you and reloads are baked in(unless the game specifically is making trial and error groundhog day play a feature)

  4. 3 months ago
    Anonymous

    Me? I like a lot of quirky characters with zany dialogue.

  5. 3 months ago
    Anonymous

    >object
    >not 'objective'
    I hate flawed memes that become popular.

  6. 3 months ago
    Anonymous

    it must validate my political views and/or gunt

  7. 3 months ago
    Anonymous

    It's a very broad term but generally speaking good game design will feel like the developer was very purposeful in how they crafted the game. The elements of a game will click and everything makes sense. Bad game design is where a game has a very obvious shortcoming that could have easily been fixed and wasn't simply a result of technical constraints or whatnot.
    People bring Super Mario Bros' 1-1 as an example all the time because the very first screen was very deliberately designed. It's guiding the player to do things without feeling like they're being forced to. A lot of game design involves player psychology.

    • 3 months ago
      Anonymous

      but how were you supposed to know you had to jump on the goomba

      • 3 months ago
        Anonymous
        • 3 months ago
          Anonymous

          The game never tells you to jomp though, so this comic is inaccurate.

          • 3 months ago
            Anonymous

            The manual tells you the one of the two buttons that you press is to jump though.

            • 3 months ago
              Anonymous

              How were you supposed to know the game came with a manual?

      • 3 months ago
        Anonymous

        By reading the instruction booklet.

      • 3 months ago
        Anonymous

        A NES controller only had two face buttons, so it was reasonably certain that the player would figure out how to jump pretty much immediately by trying both buttons.
        Also as the other anon said there were manuals back then.

  8. 3 months ago
    Anonymous

    Take two RPGs with the exact same combat, but one you need to do 100 fights to level up and the level up is random based on what you used the most, while the other RPG the exp you get is escalated by your enemy level and yours and you decide where you'll allocate the points
    They have the same combat but the design is completely different and changes how you interact with it

  9. 3 months ago
    Anonymous

    does the intended audience of the game find the game fun

    • 3 months ago
      Anonymous

      Mass Effect 3 was sure loved by its audience.

      • 3 months ago
        Anonymous

        I thought the problem people had with that game was more boiled down to how they handled the endings. I would call that more a problem with the writing than of the game design

  10. 3 months ago
    Anonymous

    Having respect for the player's time is such a simple thing and still most devs can't manage it. I would say something about respecting the player's intelligence too but tbh most gamers are as dumb as a bag of bricks.

    • 3 months ago
      Anonymous

      >most gamers are as dumb as a bag of bricks
      thats because most of them these days are brown or russian

      • 3 months ago
        Anonymous

        most brain rotten morons I've met online are michigan bred white fat fricks though

  11. 3 months ago
    Anonymous

    Just remember that NOA had to include a sealed map and spoilers because Americans couldn't figure Zelda out without being handheld. They then followed up with what was essentially a guide in Nintendo Power. Fun in the west is having 0 challenge. No wonder movie games are so successful.

    • 3 months ago
      Anonymous

      keep at it anon, im sure if you keep defending japan they will invite you to come live there and give you a harem. must suck being brown, though.

      • 3 months ago
        Anonymous

        Sucks for the harem, too.

    • 3 months ago
      Anonymous

      For which game? NES Zelda has a partial map in the manual for the Japanese version. Are you saying it has a full map in the English version?

  12. 3 months ago
    Anonymous

    >examples
    In Super Mario 64 there is a literal cameraman following Mario around, visible in the first scene of the game, so rather than telling players they have to control the abstract concept of "the camera" with the C-buttons, they can tell players to essentially move Lakitu. People understand "rotate the camera" as a given in the modern day, but back then very few people had played a 3D game, and no one had played one with camera controls so it was important to relate this brand new concept to an existing concept that people could easily understand. By having players imagine the physical camera Lakitu is holding behind Mario, the new concept was made very intuitive.

    • 3 months ago
      Anonymous

      >the camera in mario 64
      >intuitive
      i love the game but it easily has one of the worst cameras i've ever seen

  13. 3 months ago
    Anonymous

    Here's an idea I had years ago.
    >A puzzle requires you to use apples to hit something out of a taller tree
    >The apple in question will spawn every time it's destroyed or claimed as an item
    >The apple can also be eaten for health
    >In a particular situation, the player can eat the apple to heal themselves indefinitely though inventory space is limited so you can't just take 999 apples
    Basically anything that allows for multiple scenarios.

    • 3 months ago
      Anonymous

      And you've remembered that idea...all this time.

      • 3 months ago
        Anonymous

        Yes. That is what the memory is capable of doing. I remember the exact day I got my first job and what I wore that same day. This was thirteen years ago.

        • 3 months ago
          Anonymous

          The fact that you remembered that...is more impressive than the idea itself.

          • 3 months ago
            Anonymous

            I think a lot, it's just what I do. Call it autistic but it is what it is.

  14. 3 months ago
    Anonymous

    >good game design
    Responsive controls, input over animation, fun mobility, fun gameplay example Just Cause 2-3-4
    >bad game design
    Sluggish controls, animation over input, shit mobility, shit gameplay example RDR2

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