Game Development Community

What do u look for in...

by Jeffrey Rodriguez · in Game Design and Creative Issues · 06/25/2004 (7:32 pm) · 5 replies

Everyone what do you think makes a good RTS/FPS (savage).
Personally online play and expansion ability of the game(branch trees and such)

#1
06/25/2004 (11:42 pm)
Tactics, there is no point playing a Dragon Ball Z style game(jump and fire and run really fast, hate them)
#2
06/26/2004 (2:57 am)
Er... is there a Dragon Ball Z RTS/FPS I haven't heard about?

Ian
#3
06/27/2004 (5:37 pm)
Same things I look for in every game. Quality.

You can actually make a great game suck by not paying enough attention to the "Little things" that nobody seems to care about.

An example would be: I once owned a game that was fun as hell to play, but had this incredibly annoying background music and NO WAY of turning it down or off. If you played the game, you listened to the music. First choice, turn the volume down. Soon you realize that without the other sounds of the game, you are no longer as effective at it, and in fact, it's not really fun anymore. Eventually I just quit playing it. All because they didn't include the most basic of sound options in the game.
#4
06/29/2004 (2:31 am)
I look for two things, good online play and good art. I don't like playing ugly, low-poly games. By that I mean I don't like games where you can tell the artwork is rushed and not cohesive and too pattern-heavy. I don't care much for the single-player experience anymore... unless there's at least a semi-original plotline and really good atmosphere/mood.
#5
06/29/2004 (4:13 am)
Gonzo make a great point. Quality makes a game a pleasure even after the novelty wears off. Quality begins at the planning stages and is noticable in the small things as Gonzo says.