Games suffer under the pressure of being either in realistic/movie quality or must satisfy a very large range of game features, including the modern trend of sandbox gameplay.
Oops. That rubbed off the wrong way. Actually, if I were to throw together a list of common game design mistakes, that would be a highlight. Sorry, I was hesitant while I replied, but it was getting late. I didn't take the time to elaborate as much as I wanted to. Here's what I mean, in the mood of:
grind for a few months before buying the sequel... after completing the story etc...
So lets think about replay value. We all know of the most common incentives that game designers craft to increase the replay value of their game (campaign).
- The experience
- Improving upon skill
- Getting a higher "score" / better performance
- Higher Difficulty (somewhat classifies under new experience)
- Claiming bragging-rights
- Sometimes, increased difficulty will enable a higher "score," or more interesting features
- Unlocking achievements
- Finding easter-egg secrets
- Secret cut-scenes
Although these are all effective features, we also understand that the experience
is the most important to deliver. The sense of "sandbox" was supposed to articulate to the openness of the "experience." jefferytitan gave an extremely good example that complements this. (Side thought: I believe his ideas' more malleable than you would think. Because I require a context-example to illustrate the beyond obvious variety of its application (which I don't have), I just hope people think more deeply about the application of different game design concepts, while they consider.)
jefferytitan's idea is a counter-example to something like CoD Black Ops (sorry to tangle in my subjective opinion, but I think people can relate with that). Of course, I'm far from saying that jefferytitan's idea
is the one everyone needs. There are many different possibilities which are right or wrong, depending on various circumstances, during careful consideration. Game design rarely involves the conceptualization of novel mechanics/premises. A game designer needs to find exactly what's right for their game, considering which ideas don't work, often while reusing concepts, and applying them uniquely, or as appropriately.
Thanks for pointing that out, Ashaman73.
One person's "substance" is another person's crap. And people can ridiculous expectations on a company, title, or genre that can't be consistently met.
Awe... yeah, the game industry has changed a lot, especially on the consumer side. I assume there's much more people playing video games now. With more "fans," you can also expect more "disappointments." There's also a larger variety in distribution models (DLCs, Free-To-Plays etc.), which affects the broad nature of modern games too. But I think its fair to say that a handful of developers have lost their grasp of solid game design, and maybe even neglect it. I'm seeing a juggernaut-sales attitude.
Edited by Reflexus, 13 June 2012 - 12:52 PM.