How do you feel about the 9 categories?

By the 9 Categories, I’m referring to:

  • Engine
  • Gameplay
  • Story/Quests
  • Dialogue
  • Level Design
  • Artificial Intelligence
  • World Design
  • Graphics
  • Sound

How do you design your games in Game Dev Tycoon, and how is this different from what you prefer as a gamer?

Engine: I despise passwords. Why are they so long and so complicated? This is why ‘Savegame’ is the biggest advancement in game engines. For a more modern example, I will penalize a (modern) game that has multiplier but not online, or vice-versa (although I give no penalty for single player only). Basically, I usually don’t think about a game’s engine unless it actively gets in the way of enjoyment. There are rare exceptions (Portal’s Physics engine).
-Game Dev Tycoon (Engine): True to myself, I usually don’t pay much attention to Engine during my breakthroughs. My research and sliders tend to go elsewhere.

Gameplay: Gameplay is an unusual category for me. I cannot stand setbacks in games solely because of poor controls. Games such as SNES’s Batman Forever have basic controls that are harder to memorize than most cheatcodes. Yet, games that try to develop past “all the buttons work” seldom get rewards. Motion controls? Styluses? No thanks, Reggie.
-Game Dev Tycoon (Gameplay): My gameplay slider tends to be moderate for most of my games. I also only add a new Gameplay feature roughly energy other engine. Just ‘good enough’.

Story/Quests: One of the first things I look for when buying ANY game (not just RPGs) is the story. The story can and WILL completely change my opinion of the game. A fantastic story can save an otherwise awful game (Fable 3) and a bad (or worse, absent) story can ruin an otherwise great game for me (many Mario games, most platformers). Story is typically either second or first in my priority list for any game. Same with quests, even ‘average’ quests will drag a game down.
-Game Dev Tycoon (Story/Quests): I tend to make my character the story specialist. The slider is almost always full, and I research every ‘story’ engine part ASAP.

Dialogue: An engaging game needs engaging characters. Every game deserving of a 10 REQUIRES legendary characters that will be remembers years later. But unless you’re Gordon Freeman, you need well written dialogue to become a well-known character. I’m honestly not that interested in voice-acting or body language, just well-written text is enough. Like story, it can save an otherwise bad game (Chantelise) or ruin an otherwise good game (a surprising amount of RPGs).
-Game Dev Tycoon (Dialogue): I upgrade the Dialogue more often than I likely would in ‘reality’, and this slider tends to stay full. Not much else to say here…

Level Design: To be honest, I seldom look closely at level design in most games unless they’re platformers or puzzle games. I will remember a bad level (everyone knows about OoT’s water temple) but I seldom look at a game and think “how are this game’s levels?”
-Game Dev Tycoon (Level Design): This tends to hover between the exact middle and most of the way down, depending on the game’s features and how much more time is needed for Dialogue.

Artificial Intelligence: I feel most games with multiplayer modes would be far better if they allowed (well designed) AI players to replace other players. Don’t have a Co-op Partner? Gimme an AI! Don’t want to play COD with racist children? Gimme an AI! I long for the day when AI can only be differentiated form human players by their lack of swearing. And yes, I really hate racing game’s AI because all they do is cheat!
-Game Dev Tycoon (Artificial Intelligence): This is the area where the real me and my Game Dev Tycoon character don’t see eye to eye. AI never gets a specialist in my playthroughs, and it is the single least used category, almost always completely empty on the slider and usually not researched past ‘better AI’ until it’s time to make AAA games.

World Design: This is likely the category I’m ‘fairest’ to. I neither demand nor ignore a well designed world in my video games. While I’ve never given a bad review because a game failed to provide an in-game economy, I will reward a game that does so.
-Game Dev Tycoon (World Design): This slider tends to get whatever isn’t needed by Graphics and sound (for 100% of features). Most early games have this maxed, but later games need more room for ‘3D Graphics v7’.

Graphics: I neither reward nor punish a game for good or bad graphics. Unless the graphics actively make it harder to play the game (Only games such as Superman 64 and Bugsby 3D have graphics that bad!), I don’t mind bad graphics. But I also don’t reward a game for using the real life equivalent to 3D Graphics v7 becuase it doesn’t add to the story. Some games like Wind Waker or Evoland have what I’d call ‘good graphics’, but it’s not because of how much pixels they jam onto the scream (or the expensive graphics card needed). True Graphics are how appealing a game looks, not high rez HD or pixel ratio or video RAM or how many MBs it takes to use Gigihertz on Megatron.
-Game Dev Tycoon (Graphics): Because of how the game is set up, I don’t upgrade graphics along with my engines, I upgrade engines along with graphics. I usually end up with 3D Graphics v5 long before I can even make large games.

Sound: I don’t like most real music. Seriously, if you name a famous musician, I won’t recognize them. However, I like video game music. Enough to award points to games with great soundtracks, but basically never take points away from other games.
-Game Dev Tycoon(Sound): Graphics -1. I keep the slider for sound just below Graphics in most cases. Research points aren’t usually spent on sound, though.

4 Likes

AI, Gameplay, Sound. World Design. In that Order.

I am a strategy/ simulation game fan. For me, replayability is the order of the day and my #1 factor when determining if a game is/was a worthy purchase. A dynamic AI and a game that is complex enough to warrant a WIDE variety of strategies… the kind of which people debate about on forums… that is the game for me.

A good AI is both fair and challenging. Civilization 4 is a good example of a fair AI that can hold its own, but can be beaten. More specifically, a game where increasing the difficulty of your AI opponents means making them SMARTER (rather than just giving them an unfair resource advantage) has my attention and respect.

Without gameplay, what do you have? A chore. What point is it in playing (or replaying) a game if it isn’t fun. A game that, for example, takes control away from me so it can show off its shiny cutscene engine excessively, is not a game for me. If I wanted that, I’d watch a movie.

Graphics? If I can tell what it is I’m looking at for informational purposes…then it is good enough for me. Sound, on the other hand, helps get me into the game. Be it iconic background music or just those little sounds the game makes when you do things, it helps bring the game to life and keep the right side of the brain happy while the left side is busy trying to figure out what to do next. In fact, I see high-end graphics as a bane to many modern games. They are a slave to the cutting edge, and thus more interesting elements often get sacrificed to accommodate it.

Storylines/plots/dialogues: If I want to play an RPG, sure! Give these to me in spades. But RPGs tend not to have much replayability. Minimalist plots allow for maximum flexibility in trying different things. Think of a game like Tropico. “You are a dictator of a fictional island in the 1950s”… that’s it. That’s all the ‘plot’ the game forces on you. Everything that happens during your rule is up to you and is just as much a factor of the game’s strategic element as it is making a story about Presidente Pinstar and his Banana Republic.

World Design: This one I hold special mention to. This is normally the tool of plot-focused game. However, a rich and vivid world is like fertile soil. It can grow new events out of just the materials around it. Crusader Kings does this very well. A Strategy game that starts the world off with a historically-accurate account of where the world was at that time. What happens after you hit unpause…that is anything but historical, but the rich world lends some reference points to what is going on.

Level Design: This is a nebulous one for me. Static levels are the bane of replayability. Yet “Level Design” could also encompass procedural level generation. It could also be a case where there are static levels, but there are SO MANY of them that they may as well be procedurally generated as you won’t be seeing or doing the same thing twice for quite awhile.

Engine: Good under-the-hood complexity is always good, but the spiffy features besides being able to save your game are a ‘nice to have’ rater than being critical. As long as the engine has enough complexity and power to allow the gameplay design to do what it needs to do, I’m fine with it. I don’t need my processor humming at full tilt to enjoy a game.

4 Likes

World Design, AI, Dialogues, and Engine are my biases, and one of my frustrations with the game is that there’s no genre that requires any three of these.

I’m a heavy simulation player, but due to the paucity of good simulations on the gaming market, I play a lot of RPGs instead. My least favorite genre is Strategy.

RPG and Simulation have something in common - dynamism and intellect. When I play games, I want to explore new ideas, and I want the game to react to me. This covers my first three preferences. Go figure that World Design is regarded as somehow negative to simulation titles in Game Dev Tycoon. I get that Tropico doesn’t need a storyline, but where would the Tropico series be with no effort spent on their setting? The games would be humorless, bland, and uninspired. Instead, it talks to you constantly, and the chatter is hilarious.

As for the engine, the thing I fear most in games isn’t boredom, it’s being murdered by the game engine. If I hit a button, I want the reaction to be instantaneous. If the game seems to permit an action, I want that action to work the way it looks like it ought to! That kind of smooth response is handled by the engine. One of my favorite Action games is Dust: An Elysian Tale, and the reason why I love it is because it has a smooth engine. In action games that have melee elements, I tend to spend a lot of time and energy wondering why hitting buttons isn’t doing anything. I get caught in ‘stun’ and ‘recovery’ to the point that I don’t associate anything else with the gameplay. I never felt that way about Dust. When you tell Dust to jump, he jumps. When you tell him to swing his sword, he swings his sword. The only way to get stunned is to get knocked to the ground, and everything that can knock you to the ground is obvious about it. There’s no getting caught in recovery at all.

The dialogues in that game aren’t exactly mindless, either. The storyline isn’t going to win awards, but the conversations and characters are worth listening to. Dialogue doesn’t seem like a genre-specific trait to me at all.

1 Like

I’d really have to agree with this statement. Many of my favorite games have great Dialogue and many of them are in different genres. Civilization 4 (my favorite of the Civilization games) has fantastic Dialogue for diplomacy, and Defense Grid has great Dialogue as well (half the fun of that game is listening to the AI talk).