Showing posts with label Makes. Show all posts
Showing posts with label Makes. Show all posts

Thursday, September 13, 2012

What Makes a Bad Game?


Many people have many different opinions about what makes a bad game, so I asked some average gamers for their opinions.

"Lack luster effort put in by the developers."

"I think the key element is fun. I can overlook mediocre graphics and story if the underlying game is fun. But if they game is a chore to play, with no enjoyment, what's the point?"

"bad gameplay'

"gameplay and graphics"

"bugs and glitches is always a good recipe for a bad game. Also, horrible presentation can help make it bad. But overall, it's the execution. If it just plain has bad gameplay or just doesn't work out well, then it can easily make a game bad."

"Lacking in fun factor. With all them fancy normal mapping and physics engines, some developers seem to have forgotten what's truly important."

"A complete and total lack of inspiration, style, or anything unique. This is what makes nearly all bad games bad."

"bad graphics. I hate games with bad graphics."

"Bad fun factor and gameplay. Also, if there is a lot of glitches, it sucks."

"A bad game is a game that isn't fun to play. Everything about a game contributes to the fun factor: graphics, sound, presentation, story, and of course, gameplay mechanics. I hated Star Fox Adventures not because the gameplay was bad, I hated it and called it a bad game because the characters and dialogue were so stupid, it stopped being fun and I couldn't stand it after 20 minutes of turning it on for the first time. So sometimes, a game can be bad because of other factors besides gameplay mechanics.That's my 2 cents worth."

"Boring gameplay, crappy graphics, weak story."

"One of the things that annoys me most about games is when they don't have a lot of interactivity or the game just wastes your time with repetitive elements. (Final Fantasy VII, I'm looking at you! ). I don't like games like linear RPGs where you just tell your party what to do and go to the next place to find the next person to talk to in between hours of random battles. I guess this could also apply to some FPS on consoles where the autoaim is out of control (007 Agent under Fire)."

"A lot of things make a game bad. And these factors change for most people. For me, what makes a bad game is a lack of story, bad controls and games that are either too hard or too easy. There are a few other minors but those are the big ones."

There are so many factors that contribute to a bad game A shortlist in no particular order (IMHO)

- bugs, glitches, exploits, and holes

- bad story

- poor graphics, sounds, physics (where applicable)

- bad level design

- bad NPC AI (enemy or friendly)

- bad UI / gameplay controls

- bad use of checkpoints / save points / no quicksave

- slow load times between levels (or environments)

- lack of innovation, cliched, repetitive levels

- lack of challenge

"It's just lazy game design I guess."

* Unintuitive controls

* Lack of originality

* Having the "been there, done that" feeling.

* Insane difficulty

* Complete lack of challenge

* A poor game-saving system

* Sequels having less features, or gameplay than previous installments.




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Monday, December 5, 2011

What Makes a Great FPS Game Controller?


FPS gaming requires a special game controller to meet the demands of a virtual firefight. Although FPS gamers vary widely in their estimation of what makes a great gaming experience, a cluster of 'musts' exist for an FPS technology to provide an awesome firefight:

First the controller must look, feel and act like a real gun. Research has shown that a peripheral that blurs reality must look and act the part. Nerf guns and glowing balls on the end of guns may be okay for some, but boys and men love guns and a controller that looks, acts and feels like one satisfies this base need.

Second, the controller must have accurate iron sights. In fact, if the gun controller doesn't have any iron sights, chances are it doesn't aim well and can't maintain a consistent line of sight. If it doesn't have iron sights its saying: please don't aim me... Since you won't buy a gun controller that doesn't want to be aimed, consider this your paramount criteria.

Third, does the controller have more than 6 buttons or rely primarily on buttons for movement? If aiming requirements are met, then this is a choice that falls on the customer. Our research has shown that although big gaming companies want their customers to adopt button control schemes for their own financial motives, a good 6DOF integration that brings the game to life will prevail with customers. So long as its well done. Therefore, before investing in a gun controller be sure that it moves the way you want to move in the game.

Fourth, does the game itself have a hand graphic? Any game seriously meeting the need of FPS Gamers desire to be immersed in the game will not have a hand graphic that reminds them they are not immersed. Simple, give it a pass.

Fifth, can your gun controller be pointed at angles on flatscreen monitors? Can it be aimed at projector images as well? A huge potential exists in projector gaming for the reality gamers, since shooting someone who is 5 feet tall (literally) is much more exciting than 10 inches tall.

When you consider purchasing a gun controller, the criteria above when applied may help you quickly decide whether the product is worth your time, or not.




by John Hovenberg
Product Development
http://www.CombatHero.com





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