What makes a great game...

Aug 13, 2024
435
719
I've always been curios as to what makes a great game and what other people think makes a great game. i don't mean a game that is just ok i mean a truly great game that someone can come back to and play again multiple times. a game that really has a impact and is memorable. I'm curios to hear what others think makes a great game. so please comment what you think makes a great game and share what games you think are truly great .

as for what i think makes a great game well.. story is a big part and a unique and intriguing mc and back up characters that are well written as well but that alone cant support a game. it still needs to have excellent animation and graphics. i don't mean in terms of definition i mean a really well done stylistic choice. one that really pops and looks nice and complements the characters and story well. (exp. if the story is sad then do a dark and gloomy theme or sometimes a zany theme works for that as well I've seen both work) a good game should also have a truly great ending that is satisfying. there have been a lot of games that are really good but lack a good ending and thus making them unsatisfying and disappointing. the opposite is true you can have a amazing ending but getting there is a slog and is unfun it really should be a fine balance. a great game should also have a well thought out and balanced set of mechanics. it shouldn't make you feel like your constantly doing the same thing over and over or like its a pain to navigate the ui or a feature in game is over used. it could be that there is to many thing in game to do and it becomes a pain to do it all. long story short a game should have good and well thought out mechanics and ui . these things being said there are very few games that actually meet these requirements and become great games. the ones that do are often well thought of by a lot of people. there are those that are still in development that have the potential to be great games. there are those that are developed halfway and then are dropped for one reason or another. in the case of games that are amazing through there development but are dropped. i think this is the saddest thing that could happen to a game. its like there is a amazing game that is only half built and has a dedicated fan base that loves it but that will never see the creators original intent. (otaku alert) this is very sad its almost like the way a great anime or manga is started but never finishes due to [inset reason] ..anyways this is all i could think of saying right now.
 

Baronluck

Newbie
Game Developer
Sep 26, 2024
90
49
I think great games usually have some mix of unique art style or atmosphere, satisfying gameplay, strong character motivations or conflict, and solid game progression. Some great games I like to replay are Nier Automata, Stellar Blade, Sayonara Wild Hearts, and Katana Zero.
 

SamuraiDice

Member
Aug 16, 2024
371
1,145
I've always been curios as to what makes a great game and what other people think makes a great game. i don't mean a game that is just ok i mean a truly great game that someone can come back to and play again multiple times. a game that really has a impact and is memorable. I'm curios to hear what others think makes a great game. so please comment what you think makes a great game and share what games you think are truly great .

as for what i think makes a great game well.. story is a big part and a unique and intriguing mc and back up characters that are well written as well but that alone cant support a game. it still needs to have excellent animation and graphics. i don't mean in terms of definition i mean a really well done stylistic choice. one that really pops and looks nice and complements the characters and story well. (exp. if the story is sad then do a dark and gloomy theme or sometimes a zany theme works for that as well I've seen both work) a good game should also have a truly great ending that is satisfying. there have been a lot of games that are really good but lack a good ending and thus making them unsatisfying and disappointing. the opposite is true you can have a amazing ending but getting there is a slog and is unfun it really should be a fine balance. a great game should also have a well thought out and balanced set of mechanics. it shouldn't make you feel like your constantly doing the same thing over and over or like its a pain to navigate the ui or a feature in game is over used. it could be that there is to many thing in game to do and it becomes a pain to do it all. long story short a game should have good and well thought out mechanics and ui . these things being said there are very few games that actually meet these requirements and become great games. the ones that do are often well thought of by a lot of people. there are those that are still in development that have the potential to be great games. there are those that are developed halfway and then are dropped for one reason or another. in the case of games that are amazing through there development but are dropped. i think this is the saddest thing that could happen to a game. its like there is a amazing game that is only half built and has a dedicated fan base that loves it but that will never see the creators original intent. (otaku alert) this is very sad its almost like the way a great anime or manga is started but never finishes due to [inset reason] ..anyways this is all i could think of saying right now.
I think I know the comic your profile pic is from, if so then I detect a Futa fan.
 

Blaspheme

Newbie
Oct 5, 2019
26
98
As I see it, first and foremost, the gameplay must be fun. In classic games, it means I should have choices on how to resolves the problems that arise. It helps me identify with the main protagonist: will I run around slashing everything with a big sword, or will I try to avoid conflicts and talk my way out? Having choices (different weapons, skills, etc.) also gives replayability to the game. It also means I should think about stuff: some choices must open some doors and close other ones in the same time, so I feel it matters. And “fun gameplay” means that the loop is not boring, that even after twenty hours of slaughter, I could still got killed if I’m not paying attention.

In the case of H-games, it means two things: I should have to use my brain (or face consequences if I don’t), and the gameplay should revolve around the sexy-sex part of the game (and not some repetitive clicking without incentive apart from the money or whatever the game uses to check my progression).


Second is the story. I didn’t put the story first, because it’s extremely rare to have a game that is better than a book. As much as I love the Mass Effect trilogy, it’s story is pretty cute compared to Dan Simmons, Iain Banks or Alastair Reynolds stories… So, for classic gaming, the story and it’s characters must be pretty epic, with a slow beginning (so I feel like a normal dude roaming the universe), and go to disasters of biblical proportions (so I feel like I grew up and that if I don’t do shit, all the things I love and care for will disappear). Good examples are the Mass Effect trilogy, Fallout 1 & 2, the Avernum cycle, Cyberpunk 2077, etc.)

In H-gaming, the story isn’t that important, because, to be honest, I never played a game with an impressive story (but it’s okay).


The atmosphere is also very important in classic games, and everything should make at least some kind of sense: towns and NPC should have a reason to be here and not just be pixels filling an empty world.

Atmosphere is even more important in H-games (since I don’t care much for the story). It means I must get attached to the characters, feel bad when they die or get hurt, and feel happy when they achieve an important goal to them. I think a lot of devs/writers in H-gaming are very good at that: I “felt in love” with an astronomical number of waifus, slaves, whores and monster girls...


I don’t care much for graphics (I use my imagination if they’re not great) and background music (I almost always cut it). I don’t think the ending is very important either: I’ve played some mesmerizing games (from Stellaris to Sold Girl Town) who don’t have “real ending” and I’m okay with that.
 

♍VoidTraveler

Forum Fanatic
Apr 14, 2021
5,793
15,551
A game is a sum of its parts, each of which can elevate or downgrade the overall experience.
Gameplay is important, story is important, sound is important, visuals are important, etc.
Every detail from small to large is important and contributes to overall result.
Contributes either negatively or positively, depending on how good a job you did as a dev at assembling each and every part.

If you want to make a truly great game, you'll need your game to be capable of immersing the player in its world.
The best way to picture this is to imagine your game as a gateway to another world.
When you start seeing players say things like; 'holy shit i didn't even notice how much time has passed while playing this' then you have achieved a good level of immersion. People tend to forget everything when they are truly having fun and time flies by unnoticed. :giggle::coffee:
 

Gone405

Active Member
May 1, 2024
573
925
I think it's a few things for me. One a good art style (I like art a lot and if I'm not feeling any of the girls it's a hard pass). The gameplay loop has to be interesting if it's a VN flesh out the character as much as possible to make me care about them. If the game is a RPG plz have a good combat system and make it fun! Karryn's prison does a good job on this imo.
 

balitz Method

Active Member
Jan 30, 2018
939
1,517
It's not in the production value aspects. The truly great ones have an idea in mind and everything in the game engages with or furthers or explores a different angle of this idea. You can always tell when an h-game is just trend-chasing and doesn't really have this core idea or sense of how everything that's in it should fit together.

Good writing, appealing art, or unique game systems are all things that can affect your enjoyment while you're playing but they're not necessary for a game to be great. Like I'd give that title to both the original Corruption of Champions and Degrees of Lewdity. While neither one has the whole spread - DoL's writing is so-so, free of major grievances but not something I'd play -just- for the writing while CoC is a mess - they're great because they relentlessly pursue their core idea to the point where you can get lost in it and feel that you're truly experiencing something special.
 

ZyanZedan

Member
Jul 18, 2019
210
108
Kinks Story Renders And Maybe Even Some Rpg Elements Here and there depends everyone here is here for something specific
 
Aug 13, 2024
435
719
It's not in the production value aspects. The truly great ones have an idea in mind and everything in the game engages with or furthers or explores a different angle of this idea. You can always tell when an h-game is just trend-chasing and doesn't really have this core idea or sense of how everything that's in it should fit together.

Good writing, appealing art, or unique game systems are all things that can affect your enjoyment while you're playing but they're not necessary for a game to be great. Like I'd give that title to both the original Corruption of Champions and Degrees of Lewdity. While neither one has the whole spread - DoL's writing is so-so, free of major grievances but not something I'd play -just- for the writing while CoC is a mess - they're great because they relentlessly pursue their core idea to the point where you can get lost in it and feel that you're truly experiencing something special.
A game is a sum of its parts, each of which can elevate or downgrade the overall experience.
Gameplay is important, story is important, sound is important, visuals are important, etc.
Every detail from small to large is important and contributes to overall result.
Contributes either negatively or positively, depending on how good a job you did as a dev at assembling each and every part.

If you want to make a truly great game, you'll need your game to be capable of immersing the player in its world.
The best way to picture this is to imagine your game as a gateway to another world.
When you start seeing players say things like; 'holy shit i didn't even notice how much time has passed while playing this' then you have achieved a good level of immersion. People tend to forget everything when they are truly having fun and time flies by unnoticed. :giggle::coffee:
As I see it, first and foremost, the gameplay must be fun. In classic games, it means I should have choices on how to resolves the problems that arise. It helps me identify with the main protagonist: will I run around slashing everything with a big sword, or will I try to avoid conflicts and talk my way out? Having choices (different weapons, skills, etc.) also gives replayability to the game. It also means I should think about stuff: some choices must open some doors and close other ones in the same time, so I feel it matters. And “fun gameplay” means that the loop is not boring, that even after twenty hours of slaughter, I could still got killed if I’m not paying attention.

In the case of H-games, it means two things: I should have to use my brain (or face consequences if I don’t), and the gameplay should revolve around the sexy-sex part of the game (and not some repetitive clicking without incentive apart from the money or whatever the game uses to check my progression).


Second is the story. I didn’t put the story first, because it’s extremely rare to have a game that is better than a book. As much as I love the Mass Effect trilogy, it’s story is pretty cute compared to Dan Simmons, Iain Banks or Alastair Reynolds stories… So, for classic gaming, the story and it’s characters must be pretty epic, with a slow beginning (so I feel like a normal dude roaming the universe), and go to disasters of biblical proportions (so I feel like I grew up and that if I don’t do shit, all the things I love and care for will disappear). Good examples are the Mass Effect trilogy, Fallout 1 & 2, the Avernum cycle, Cyberpunk 2077, etc.)

In H-gaming, the story isn’t that important, because, to be honest, I never played a game with an impressive story (but it’s okay).


The atmosphere is also very important in classic games, and everything should make at least some kind of sense: towns and NPC should have a reason to be here and not just be pixels filling an empty world.

Atmosphere is even more important in H-games (since I don’t care much for the story). It means I must get attached to the characters, feel bad when they die or get hurt, and feel happy when they achieve an important goal to them. I think a lot of devs/writers in H-gaming are very good at that: I “felt in love” with an astronomical number of waifus, slaves, whores and monster girls...


I don’t care much for graphics (I use my imagination if they’re not great) and background music (I almost always cut it). I don’t think the ending is very important either: I’ve played some mesmerizing games (from Stellaris to Sold Girl Town) who don’t have “real ending” and I’m okay with that.

you all made some really great points and i agree with most of them. the one i agree with the most is what voidtraveler said it is really true. i say this from experience ive have work on a few small projects for a few games. i have worked on a few animation projects tweening and cleaning things up as well as writing. i can say with a certainty if all the working parts of a [game/end product] are not put together properly it will not work and will not be popular. I've seen it happen many times and it was not pretty.-> [mildly off topic rant-> this opinion comes from my personal experience from working with a lot of larger teams. im sure that its way easier for a small team/one person dev team to make a great product ]
thanks for the comments and feed back i always enjoy a good discussion.:HideThePain:
 
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