Everyone wants to play a "good" game, but just what exactly is it that separates a "good" game from everything else? Is it distilled to a formula that anyone can use to make quality games, or is there some elusive ingredient, some X-factor, that makes one game more fun and enduring than another?
For me, what constitutes a "good" game is essentially asking "Can I win this game?" and "Do I feel good about it?" It's important for a game to be functional and intuitive enough that I can be able to tell exactly what I'm supposed to do and how to do it, but doubly so that I feel confident enough that accomplishing the tasks before me will be rewarding. That basically sums up "gameplay" for me, and it can either feature things that are tried-and-true and familiar, or it can feature things that have never before been done (or rarely done). I enjoy some imaginative games like Portal or Shift (a Flash game), but I do appreciate a by-the-numbers platformer such as Mystical Ninja (Goemon, N64). Simplicity also helps, which is why I still play Sonic games to this day; just run, jump, and win.
Though I advocate story in games, it's not always what compels me to play--but it does indeed help my experience with a game to have engaging characters with amusing dynamics against each other (such as the Ghostbusters crew or Sam and Max). It also helps to keep things unpredictable, such as going from fighting the Covenant to suddenly discovering the Flood in the first Halo game. It would be nice to have deep stories such as Gabriel Knight (a horror novelist versus a Voodoo underworld), but the problem with those is that sometimes clues are not apparent or it takes too long to discover what to do next after traipsing all over town asking every NPC every question and showing every object to everyone. The story needs to be fluid and act as a catalyst, not a hindrance or an afterthought.
For me, what constitutes a "good" game is essentially asking "Can I win this game?" and "Do I feel good about it?" It's important for a game to be functional and intuitive enough that I can be able to tell exactly what I'm supposed to do and how to do it, but doubly so that I feel confident enough that accomplishing the tasks before me will be rewarding. That basically sums up "gameplay" for me, and it can either feature things that are tried-and-true and familiar, or it can feature things that have never before been done (or rarely done). I enjoy some imaginative games like Portal or Shift (a Flash game), but I do appreciate a by-the-numbers platformer such as Mystical Ninja (Goemon, N64). Simplicity also helps, which is why I still play Sonic games to this day; just run, jump, and win.
Though I advocate story in games, it's not always what compels me to play--but it does indeed help my experience with a game to have engaging characters with amusing dynamics against each other (such as the Ghostbusters crew or Sam and Max). It also helps to keep things unpredictable, such as going from fighting the Covenant to suddenly discovering the Flood in the first Halo game. It would be nice to have deep stories such as Gabriel Knight (a horror novelist versus a Voodoo underworld), but the problem with those is that sometimes clues are not apparent or it takes too long to discover what to do next after traipsing all over town asking every NPC every question and showing every object to everyone. The story needs to be fluid and act as a catalyst, not a hindrance or an afterthought.