Gaming What makes good game design?

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Let's discuss what makes good game design in this thread.

We're not talking sensory or emotional feel elements, that is the icing on top of a well-designed game.

What do you think is good game design? What do the mechanics do that make a game compelling and or interesting to people here?
 
Interesting thread! There are many approaches one can take to game design. Outside of video games, one may consider enduring games such as chess, card games, and sports for inspiration. Typically these games strike a balance between fairness, luck, and skill that many would consider aspects of good game design.

In terms of mechanics, think about how changing the size of a ball or net would affect the gameplay. A game of football played with a balloon might be fun to watch, but the lack of control for the player might be considered bad game design.

Interestingly, when we simulate games on the computer some of the most popular games subvert the expectations of mechanically good game design and are highly successful. For example, Human: Fall Flat has intentionally hard to control characters, but because there is an even playing field we can consider that good game design at the level of fairness.
 
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That is pretty challenging, considering both perspectives aren't really ever considered togther in most games all that much.
Yea obviously would only be in 3d games. There are many games that use either or, but there are only a few that let you select which view you prefer to use, example: Fallout 4, GTA 5. But yes as a game designer/ developer, it probably would be difficult to implement.
I've personally always wanted the first few Resident Evil games in a first person view, I think it'd be cool and more immersive.
 
Last edited by BigOnYa,
Option to switch between 1st and 3rd person view. Surprising all new games don't allow it yet.
You hit the nail on the head my man. =) I think that this is a great idea considering some older games offered this in the past. I grew up with the commodore 64 computer and the NES. Nowadays most gamers just think that the best graphics is what makes the game and I call bullshit. Graphics don't make the gameplay proper game design does. Another thing is a good story which is great for immersion. I see quite a few games over the years (hey it happens) that turn out to be crappy because either the story was average or there was a lack of it. However, level designs, character designs, and fun gameplay need to be added I believe. However, the counter argument would be that there are alot of games out there that are rated highly amongst gamers while having an average story. I think what dev teams should do now is allow modding in their games like some companies did a long time ago.
 
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Different aspects of a game appeal to different people. Some people enjoy multiplayer party games with luck-based mechanics like Mario Kart and Mario Party. Others prefer competitive FPS games with tight mechanics which reward the most skilled players. I like more challenging single player experiences.

I do hope to make my own game someday but at the time of posting I'm not a game developer. To me personally these are what make a game good:

- Core gameplay, graphics and audio are the most important aspects. Graphics includes technical performance. Everything mentioned below are extras which will improve an already good game but won't make a bad game good.

- Target an audience not to small or too large. If the target audience is too small not many people will enjoy the game, leaving most players seeing middling reviews and skipping the game entirely. If the target audience is too large then the game will be trying to please everybody and end up pleasing nobody.

Regarding Monster Hunter Wilds [bolding by me] IGN's Tom Marks described the game as "light on any real challenge", and stated that he'd only "fainted two times total across dozens of hours", comparing the experience to far more challenging encounters in the base game of Monster Hunter World. Marks, however, did note that "the easier turning will probably get more people through the door." Harte referred to the game's campaign as "easy, but not boring." Eurogamer's Matt Wales also noted that, whilst noting he was a series veteran, he had "still haven't failed a quest forty hours in", pondering if the games "aggressive streamlining" was "robbing the series of some of its distinctive personality."
Source: https://en.wikipedia.org/wiki/Monster_Hunter_Wilds#Reception

- Have multiple difficulty options and reward players for playing on higher difficulties. Difficulty options increase the target audience without making it too broad. You should get a reward like a medal, stars next to your save file or an alternate title screen for completing the game on a higher difficulty. One common complaint Fire Emblem fans have about the newer games is the game fails to reward players who refuse to use the turn rewind mechanic.

- Have secrets. Secrets make the game more interesting to explore and talk about. Pokemon exploded in popularity because of the secret 151st Pokemon.

- Make a good first impression. Players will decide whether they like the game or not based on the first half hour of gameplay. You don't want to bore the player with excess storytelling or tutorials.

- Refine and revise everything. The first draft of everything is shit and the more time you spend testing and fine tuning everything the more fun the game will become. The best strategy in Valkyria Chronicles is to buff Alica to the point where she makes a wild charge to the finish line.



- Remove less enjoyable content. There are countless games to choose from and nobody has the time to play every good game in their lifetime. A game should be laser focused on delivering the most enjoyable content and cut sections which are less fun like Wind Waker's Triforce quest. A game should not suffer from open-world bloat and should only be an open world game if it will actually benefit from having an open world.

- Microtransactions should add meaningful content to an already complete game. Nobody wants to directly spend money on extra gear or costumes that should have already been in the base game. Selling the player an enjoyable quest with some side story content which rewards the player said gear or costumes after they finish it is ok. Nintendo fucked this up most egregiously by locking a QOL feature in Skyward Sword HD behind a fucking amiibo.

- Respect the player's time. Tying in with my previous point, don't waste the player's time on pointless repetitive tasks and unskipable cutscenes.

Woodland-Rhino-Beetle.jpg


- Care and teamwork. A team that cares about the game and works together will produce a better quality game.

I'm not going to say AAA games bad indie games good. While we have seen many AAA flops and indie successes in more recent years, and it is true they often flop because corporate people who only care about money force their will on the developers. Warcraft III and World of Warcraft were revolutionary. Warcraft III Reforged flopped and World of Warcraft is a forgotten game not many people play anymore. Different people run Blizzard these days. On the other hand, AAA games will always have the greatest potential because they have larger budgets. We do have take into consideration games like Ori and the Blind Forest, Elden Ring and Metroid Dread. Small indie developers just don't have the budget for games like these.
 
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Good question, but difficult to answer in general. A few things I thought up, but might be from the sort of stuff I like to read (so I can't claim ownership)

"a good control scheme disappears in the background"
This is easier said than done for developers: what will be intuitive for players in a game that hasn't been built yet? But it's important: if you struggle to remember basic commands, always fall off ledges that you feel you shouldn't fall off, if the camera is often not really focused on the game...those things are bad game design (mmkay).

When is it good? If it's not noticeable anymore. Learning a new game obviously has some getting used to (which is HARDER for developers who cannot NOT remember how it was between builds), but once memorized, it should be a second nature.

"don't get distracted from delivering what you want to deliver for your audience"
What is your focus? What is it that you want your gamers to do and enjoy? And if they're not doing that...what ARE they doing in your game?
Again: it's easier to point out the opposite: platformers with plenty of slow walks. Un-skipable cutscenes. Repetitions on story aspects. Slow respawns in extremely difficult platformers.

"don't get in the way between the player and the experience"
There will always be critics because no game will appeal to everyone. No game SHOULD appeal to everyone, but it should to the audience you want to appeal to.
To give a recent example: the indie game "love unlimited" gets some flak on steam reviews because "it's too hard" or "I don't get the story!". Neither are valid for the developer, though I have to say: both are pretty valid critics. It IS an extremely hard game...but it WANTS TO BE THAT! It might be a niche audience, but making it easier loses that crowd. And the story...I don't pretend I can follow everything. But it isn't limiting itself or overly explaining itself. Fuck that! I intuitively know random weird crap from "complex above my intelligence" (kind of like some David Lynch movies)



Option to switch between 1st and 3rd person view. Surprising all new games don't allow it yet.
So THAT's what's missing in recent tetris games! :P
 
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The "one more round" effect. Always keeping the next victory/discovery/achievement juuust around the next corner so people keep playing. Gauging the next corner is an art because player skill increases and the impact of what they do/discover/overcome decreases so what felt like an achievement at the beginning now barely registers so it's a balancing act (and that's why you have games that start off good but then turn into a slog, or games that "get better after the first 100 hours") but the "good" bit is always the one where the next reward feels within reach.
Everything else is just decoration.
 
Give the player options to enjoy the game even if they are completely unfamiliar with the genre -- everyone needs a first experience after all. Some games tried but failed, others mocked the player for not choosing the hardest difficulty. I can't really give examples as I easily forget forgettable games that didn't manage it well.

Make important information visible without having to look away to read it. I don't like when HUDs tuck away crucial information (e.g. ammo count) in such a way I can't spontaneously read it while focusing on the action, not realising I'm about to have a problem until it's too late.
 

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