Skip to main content

What does a good game consist of? (part 34)

 Unique challenges

A good game consists of challenges, that are outstanding and
completely different to other games., same genre or not. You probably 
like the challenges in Ratchet and Clank franchise's series, if you

played, especially if from the first. Unique camera  provides a
immersive gameplay. I am not saying first person shooters and real
time strategies can't have immersive gameplay, but this is a great

idea on behalf of Insomniac developers.. So make a quick brainstorm of
a list good challenges are to you, that you would want to play
yourself, including if in your own game. That will give you an idea of

it. Adding quests or missions as new features the game ss a very bold
decision, but at the same time probably won't do well on it's own.
Some times it's required to ramp up the level design challenge. Some

times even a new feature won't enough, before the forementioned
challenge. Good examples of unique challenges are quests in elder
scrolls and rune scape. Quests in oblivion are an exploration

challenge, while quests in old school runescape are puzzling, some
times rune quest challenges can drive you to madness.. Really hard
games and their difficulty make no sense, but that actually makes a

fun and challenging game. You don't your game to be of original idea,
or genre for your game to be outstanding. What is more than enough is
to make unique challenges, including what regards secrets, and goodies

that won't be found anywhere else. It is hard to make an original
genre of  sub type, even harder making a completely new cross genre..
But that is not a requirement for making a solid game documentation

about a fine, outstanding game, One of an important reasons Tony Hawk
Pro Skater is such a good game, because it's game design, while not
extremely original concept(Tiger Woods), is based on challenges you

will very unlikely find in other games. Another good design example is
Darrkfall Online, be cause it's very unique approach to player versus
player, which is the use of a looting system, or in other words, loot

based challenges.

Comments

Popular posts from this blog

object oriented programming

Object oriented programming is a sound and bold approach to c++ and internet wiring application and video games. It reduces a lot of code messes, made by global and half global functions. One of the more advanced object programming techniques are private access, poly morph and object message inheritance. It is set by c++ bjarne stroustrup and iso isometric standard convention comitee to use classes instead of structs and structures for making objects. Which means you most definitely should , but not must or have to. class Monster {     std::string memory_attributes{}; public:     void treck();     void track();     void trace(); }; The treck() function makes the monster roam and do human like jogging and trimming. track() means the monster goes ai path tracking and trace() means it tries to find other monsters in the area. class Weapon {     std::string memory_attributes{}; public:    void use(); }; void Weapon::use() {   ...

C++ and OOP in a different manner

Keep in mind this article is meant strictly for C++ game devs and not for application programmers or game devs of scripting/other languages. I have my own technique when it comes to OOP in C++. The game I'm deving right now(or we are making) is a simple windows console project. It's up to you to decide whether you'll use this technique. First let me tell you in which cases you might need this technique: if you're ready for a new look on OOP if you need a new toolset for your coding practice if you like to learn(which I clearly hope for) So, the technique then. Decide which you prefer more: classes or structures. This helps you understand what kind of objects you want in a game.