Saturday, July 23, 2011

What Makes A Great Game:

A Gentle Reminder for programmers
It is easy to go into all the details of construction lost a large video or computer game - so simple in fact that we have the parts of a game that you forget them fun to play. The following serves as a gentle reminder of what calls the players to play in the first place. Note that memory for the event that you get bogged down or distracted by confusing C + + syntax, or lines and lines of Visual Basic statements and DLL structures.
1st Think of the players is the main character. Here is a secret between you and me: give the people a sense of control gain. If you can make it to your game in a way that the player will control the program, then you've already won half the battle. This does not mean to say that the game should be easy. It simply means that if a player from the school or home runs, drives home from work to play a video game, they want to feel the control that they were not in the hours between nine and five. The outcome of a game - be it a profit or a loss - should never happen, but to play the result of a good, controlled game instead.

2nd KISS. Note that acronym? It stands for Keep It Simple Stupid. We all know that the programming of a game is tough business, but believe us when we are reminded we do not want to say. The difficulty of programming a game should never be part of the game play so if possible, make the game easy to start, easy to navigate, and of course, easy to play. We do not want to pre-strategy here, but on the other hand, we do not want to feel not so stupid as a Pre-Schooler. Forget the hundred page manual. No one except the truly obsessed will read it anyway. You have to build your game for the average Joe and all of your fan.

3rd Add plenty of action. And add a lot of it also. The more action you add to your game to give, the more attention players attention. And the more that players pay attention to your game, the more addictive the game. For every action a player makes the character to the game and then promptly react to the player for more.

4th Take a good story. Nothing is worse than a game to ask what you're doing and why. Purpose is and has always been a human obsession. But without it, we are left wandering ... in the dark ... ask bizarre things like how the house would look in a coat of bright pink color. Give your players not to waste the opportunity, time to come. Give them a task and make sure your game reminds them what the mission need in good times and why it is completed.

5th Give us a visual treat. But it is relevant. The graphics in one game should not be bothersome, they should look to our eyeballs glaze upon them with satisfaction, and then salivate more. Graphics should be evidence and draw us ever further into the game until we've beaten the thing.

6th Make it real fantasy games are okay, but what makes it cool is the fact that they are realistic. It's hard in something that is not familiar, or that there is no way we could ever experience. But if you can put some reality into your games, players will appreciate and relate it to a whole new level of respectable.

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