What makes a game GREAT in your opinion...

Deleted member 167032

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If you can put it in a 5 point answer would be great... What makes a game great, not good but great and something you wanna play.

I am curious I suppose. :unsure:
 

GuyFreely

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May 2, 2018
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Here is my list in vague order of importance.

1. Writing - This covers everything from an interesting story to good characters. It doesn't have to be Pulitzer prize winning, but something that pulls you in and doesn't detract from the experience.
2. Art - If a game is ugly, I can't play it. The worst offenders are people using Daz, but not putting in the effort to make it not look terrible.
3. Gameplay - Don't waste my time. See my many other posts on this topic.
4. Content - This doesn't have to be massive, but don't forget to put sexy bits in your adult game.
5. Completion - I really love knowing that I can finish a game right away. Playing an incomplete game you're never sure when everything will just stop. Then you get into the cycle of playing tiny updates over a long period of time or putting it away for a while and trying to remember to come back to it.
 

fitgirlbestgirl

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Jul 27, 2017
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  • Good balance between story and sex scenes. Not enough story and it's just a collection of fap material, which can be alright if it's hot, but it doesn't make for a great game. Too much story and I zzz because I'm not here to play your mystery novel with the occasional sex scene.
  • High quality renders or good 2D art. I'll play games with mediocre art, if the story or kinks are up my alley, but a great game needs to have great art.
  • Good writing. The best renders aren't going to keep me engaged if your characters talk like malfunctioning robots or something that came out of Google Translate.
  • Unique characters. This goes both for how they are written and how they look. There's only so many times I want to play with the same virginal little sister/slutty older sister/repressed mom tropes or have to see the same five stock Daz3D characters with slightly different hair. Also, bonus points for characters that have any kind of flaw and aren't supermodels with huge tits.
  • Don't be so fucking vanilla. Put some kinks into your game. The weirder the better.
 

polywog

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May 19, 2017
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Before asking what makes it great, you have to ask yourself what makes it it. Because if you don't know what it is, then it's hard to make a great it. Visual novels can be great in their own right, but they seldom make great games. I'll watch Jack and Jill run up the hill to fetch water, and maybe feel bad that jack got hurt, and even though I don't think she was to blame, seeing Jill get spanked by the MILF might be something i'd watch twice, but after that it's over and done.

Games are different, they have a "replayability" factor. Take football for example. You might think it's the same shit game after game. If you've seen one football game, you've seen them all, and that's really true, but fans can't wait to see the next game.
Same field over and over, same ball, same goals, a little variety in the players, but not enough to enjoy it again and again, monotonous repetition. So what is the secret sauce that makes football fans keep coming back for more? I'll give the cheerleaders some credit, but there has to be more than that. Maybe a football fan can jump in here and explain. Whatever it is, you need it in your game.
 

おい!

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Mar 25, 2018
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Before asking what makes it great, you have to ask yourself what makes it it. Because if you don't know what it is, then it's hard to make a great it. Visual novels can be great in their own right, but they seldom make great games. I'll watch Jack and Jill run up the hill to fetch water, and maybe feel bad that jack got hurt, and even though I don't think she was to blame, seeing Jill get spanked by the MILF might be something i'd watch twice, but after that it's over and done.

Games are different, they have a "replayability" factor. Take football for example. You might think it's the same shit game after game. If you've seen one football game, you've seen them all, and that's really true, but fans can't wait to see the next game.
Same field over and over, same ball, same goals, a little variety in the players, but not enough to enjoy it again and again, monotonous repetition. So what is the secret sauce that makes football fans keep coming back for more? I'll give the cheerleaders some credit, but there has to be more than that. Maybe a football fan can jump in here and explain. Whatever it is, you need it in your game.
Do you mean American Football? When the rest of the world watch and play football there are no cheerleaders.
 

anne O'nymous

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What make a game great ? Few days ago, when answering a question that was more or less the same, I concluded saying that it's more a question of feeling than anything else...

In my opinion, the four greatest games actually available are (in alphabetical order) : , , , and .
But they are four totally different games. You can't find common points between them except the engine. By example, Seraphim Academy is an interactive story while the others are more on the side of an open world, and, unlike the others, Love and Submission don't have amazingly great CG.
Their only common point is that they are way above any other games (at least ones made with Ren'py, I don't play enough the other to go further). For me, there's a whole world between these four games and all the others. It doesn't mean that all the other are bad, some are good, but they are far to be great.

In fact, no, they have another thing in common, the passion of their author and the real love they have for their game. Look at them talking about their game, it's not just a game for them, it's both their mother, wife and daughter. They deeply respect their game, tenderly love it, and they don't write it, they raise it. What they do isn't offering a story, it's... How to say this ?
I have two children and am a widow. What I did, and continue to do, with my children is to raise them in a way that they'll not put their mother at shame. And I find something like this in the way they act with their game.
They are just the a vector, the interface between their muse/story and the world. And what they do is making the game in a way that will not put their muse/story at shame. They don't try to make it perfect, just to make it so people will not say "what a pity, why such a great muse gave so good idea to this lame guy ?"

So, what make a game great is its author and nothing more. As for a five points answer :
  1. Love your story ;
  2. Respect your story ;
  3. Listen to your story ;
  4. Do your best to present your story in the best possible way ;
  5. Do more than this, because it will never be enough.
If you achieve to do this, even the shittiest idea can end being one of the greatest game available.
 

polywog

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DawnCry

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Nov 25, 2017
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1. Good dialogues and with meaning: Many people focus on doing a shitty system of "answer correctly get +1 love answer wrongly get -1 love", this is horrible, sometimes you need to have conflict or even fights, I always use the example of the dominant amazon, if she tells you that males should be slaves, obey their superiority... you shouldn't answer yes to everything just to get the +1 love. Why not get an use of fights and conflict?.

2. Mechanics and fetishes represented well in the game: I always think that the most important part of the game is the mechanical part and even more, the fetishes you want to add to the game should be represented in that. A mistake that I always find in most games is that they try to make it as full as possible of different fetishes and then everything ends up being optional and without sense, you can have a random dominatrix that will obey what you choose between two options, a slut that will only fuck people if you have it activated... everything optional and clashing with the characters or even everything that you add into the game.

My opinnion... choose a few main fetishes and try to make your game based on them, it doesn't mean that they can't be avoided, just that it is part of the system. Why I always go back to slave maker? because it is true to it's concept, training slaves, I would prefer to get a few rebellious ones and perhaps a bit of reverse in the sense of a slave forcing her master because I love the irony, but it follows it's concept.

3. Things to do outside of the girl conquest and all that: Many people actually just go straight to the point, conquer girls and be the legendary harem master, but you know... perhaps being able to have a farm, earn money, do jobs... could be a good addition outside of the monotomy, remember, it's a game.

4. Don't make one dimensional characters: This is a personal hate, why do I find most characters in games without personality?, even if they initially have one they will lose it after having sex with the MC once. It is always better to have characters that... you know... have their own objectives?, most people don't focus on this nothing at all, but... seeing that after time passes in the game a girl may buy new things for her room, perhaps she decorate based on her changing desires?, getting a better job, a bigger house... I haven't seen even one english game creator that cares about the details and about progression, trying to take away a feeling of monotomy.

5. Have your own art style and have it be likeable: In the end we are talking about games that follow characters and their relationships, so this needs to be polished a lot.
 

anne O'nymous

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If you don't like cheerleaders that's fine, we don't judge, but you didn't answer the question. What gets you all hot and bothered, and keeps you watching and or playing?
I kept watching in hope to finally see them scoring...
Too soon ?
 

eosar

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Aug 11, 2016
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Choices
Story branches
Gameplay options
Customisable characters
Control or the illusion closest to it.

Edit: Oh, and sexual interactions that aren't complete and total humiliation of the MC or their companions.
 

freedom.call

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I dunno.

Don't make it too difficult for me to enjoy your game and allow me to watch at least some sex scenes. (y)
 

frap

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Oct 17, 2018
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For me everything boils down to writing. While I enjoy titillation, the graphics are nowhere near the top of what I'm looking for. I may be on the outside here, but I primarily enjoy the story and judge a game's worth by the writing. So, in terms of writing, my big points would be:

1: Story - Is there a coherent story arc and plot? Does it follow logically or wrap up in some way that makes sense? (See any of the games by @Tlaero for examples.)
2: Characterization - Are the characters actual characters, or just different CG assets who all say the same bad porn dialog in the same stilted manner? (Heavy 5 by @Nottravis is a good example of this just in chapter 1. Thanks to the characterization she was able to ask in a thread who would say each of three things - all single words or very short phrases - and it was clear immediately.)
3: Consequence - If your story is a branching story (as most of these are) do the actions I choose have real consequence? I'm not talking about grind actions, either. No, polishing the solar panels every day for a month doesn't somehow make you more attractive. How you speak to and act around people does make a difference. Of course, for that to happen you have to allow for more choice than just Ok / Yes / Hell Yes! (as I've seen done) and those choices need to make a logical impact on the characters. Extra points for mechanics that allow my interactions with one character to have an effect on how other characters view me. (People talk, word gets around.) Both authors listed in points 1 and 2 get this.
4: Consistency - Is the story itself, the world in which it takes place internally consistent? Turning your family into a harem may be consistent with a world where you can move to an island where that is legal and accepted, but not so much in a world where that isn't the case. Are the characters mostly consistent? When a character does something that is "out of character" for them, is there an internally logical reason for it? (See mom in Milfy City for an example of this - she does something completely non-motherly based on her long-time suppression of her desires.) Characters doing things outside their normal just for advancement of plot is a sign of weak plotting to begin with.
5: Completable - Is the story completable with a number of play-throughs, without the use of cheat sheets or walk-throughs? Yes, some branches may be harder to reach than others, but should not require that I choose to be consistently nice for one part, a raging asshole for the next, and then a smooth-talking, smarmy Lothario in the next. (This again, leads to points 3 and 4). We haven't yet seen how Heavy 5 will shake out in the end, but so far I trust Nottravis to nail this bit. Tlaero always has. In fact, any Tlaero game with a "romance" ending is what I always end up getting by acting the way I, as an actual human male, would act in the given situation. I have to work at it a bit more to get the other endings, but always doable.
 

Hadley

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Sep 18, 2017
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I want to play a Game that lets me immerse myself into a Story. The Writing has to be good and I like a somewhat realistic Story. I hate these cheap ass Porn-Stories where your Sister gets super horny and sucks your cock like out of nowhere...

I also don't like if the Game gives me no choices. There are some Games that force you into relationships with Side-Characters but its pretty clear that she will never be important for the MC. So why even bother?

Its like with good TV-Shows. You can cleary see if a Show is written Season by Season (or even Episode by Episode) or if the whole Story is set in stone before the first Episode even started.

Thats why Game of Thrones was great (at least the first 6 Seasons), the Outcome was set before Episode 1 aired. And for Games I'd say Acting Lessons is a good example. I wasn't the biggest Fan of the whole Story but the Writer had the Story written before the first Game was realeased. It was clear very early on that the Game will have 8 Episodes and thats it.

Now compare that to a shitty TV Show like The Walking Dead where they try to come up with stupid ideas and terrible written Episodes just to have something to air... if that show had a fixed Story and it was clear from the beginning it would end up with like 3-4 Seasons the Show could have been great!
 

Akamari

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1. Choices and Consequences - This is the epitome of what the VNs should have. That's where the player interaction is.
2. Character Depth - Characters should have their own personalites, agendas, motivations, goals, secrets... (no thoughts of other characters please.)
3. Story and Writing - Whether it's character-driven or plot-driven this is essential to have some quality. Mix in both drama and comedy.
4. Adult content progression - Don't show all your cards right at the beginning. Make that feel rewarding. Build the desire in players. Don't show adult content the MC can't see or know.
5. Art - First impression is key.
 

W65

Active Member
May 31, 2018
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What make a game great ? Few days ago, when answering a question that was more or less the same, I concluded saying that it's more a question of feeling than anything else...

In my opinion, the four greatest games actually available are (in alphabetical order) : The DeLuca Family, Heavy Five, Love and Submission, and Seraphim Academy.
But they are four totally different games. You can't find common points between them except the engine. By example, Seraphim Academy is an interactive story while the others are more on the side of an open world, and, unlike the others, Love and Submission don't have amazingly great CG.
Their only common point is that they are way above any other games (at least ones made with Ren'py, I don't play enough the other to go further). For me, there's a whole world between these four games and all the others. It doesn't mean that all the other are bad, some are good, but they are far to be great.

In fact, no, they have another thing in common, the passion of their author and the real love they have for their game. Look at them talking about their game, it's not just a game for them, it's both their mother, wife and daughter. They deeply respect their game, tenderly love it, and they don't write it, they raise it. What they do isn't offering a story, it's... How to say this ?
I have two children and am a widow. What I did, and continue to do, with my children is to raise them in a way that they'll not put their mother at shame. And I find something like this in the way they act with their game.
They are just the a vector, the interface between their muse/story and the world. And what they do is making the game in a way that will not put their muse/story at shame. They don't try to make it perfect, just to make it so people will not say "what a pity, why such a great muse gave so good idea to this lame guy ?"

So, what make a game great is its author and nothing more. As for a five points answer :
  1. Love your story ;
  2. Respect your story ;
  3. Listen to your story ;
  4. Do your best to present your story in the best possible way ;
  5. Do more than this, because it will never be enough.
If you achieve to do this, even the shittiest idea can end being one of the greatest game available.
Your four best games are also all VNs. That's another thing they have in common and it's a pretty major one.

I'm not looking to open up a VN vs. "game" semantics discussion, it's just a thing I think is worth mentioning.
 
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