What Makes a Good Game
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Posted on 1 September 1998
The following text was written by Alan Wong
: This has eluded many of us for a long time. What makes a good game? I
started to think how we can all come together to create the elusive good game when I was
responding to an Article here at ticalc.org. From writing my response, it hit me. Why not
write a whole article devoted to the good game, and so I also thought of ways to quickly
make good games, which introduced me to the engine, which we do not have as of yet. Sure
we have side scrollers, but their coding is different, since they are not made in the same
way. Then I thought, what do we need to make these engines, and here comes talent, time,
and ideas. And then finally, I thought once more what we need, and I could not believe I
missed this in my initial thought, but it is the most important part, fun. Making an
equation, I came up with this: Calculators + Engines + Talent + Time + Ideas +
FUN = Good Games To an extent, this is important. I did not include sound and
graphics since the TI calcs are not very good in those areas, and they are not as
important as the other parts of the equation. There are some good graphics out there, but
in making an actual game, the graphics should be toned down a bit for playability (1 fps
for a game is not that good), and sound is basically out of the question (I would look
kinda stupid wearing headphones attached to my calc, non?). I also have ideas about these
two, but first, lets look at my initial spark of light on the subject, caused by the
comment. In the following paragraphs in italics, is my comment to Why Big Assembly Coding Projects Are Possible by Gerard
Imbert. Read if you haven't read it, since I will base my later ideas on this.
Well, if I knew 86 assembly like the back of my hand (which I don't by the way) I
would code a big project (and I have a ton that I'd like to do, but I'll get to that
later). I believe that the 92 is not the only calc that is not getting a lot of
attention. So far, I've seen a lot of games for the 82 (ffx, and lots of new ones in the
past several weeks) and the 83. The 85 is now starting to gain some ground (a new rpg).
But the 86 is lacking a bit in the big programming part (although Joltima is one big one).
But what I am getting to may not be an idea many have come across. This idea, I
believe will give us calc owners with many good games and even let us inexperienced guys
have a chance. What I'm talking about is the engine. No, not cars, but game skeletons. If
ticalc.org can somehow get a team of super talented programmers (and I know quite a lot of
names in that category) to come together and make the basic engines (side scroll, rpg over
head, fighting, first person perspectives, myst type, and blah blah blah blah), then all
the other people have to do to make a good game is add several elements (art, levels,
story/plot, and FUN). This may help extend the amount of games, plus introduce the
beginners, instead of dropping them into a pool of code (which I hate... but o'well).
Now that I have pushed forth my idea, maybe someone can pick it up. Now, lets add my
idea of games that all the calcs need in their gallery. One, has anyone heard of
Castlevania? Wow, good side scroller to pass the time away. Next, let us see a spin off
from the Myst type games, those will help speed up the science classes. What about the
RPG's? I have one I want to make, but I have no talent whatsoever. This is Pokemon (Pocket
Monsters) for gameboy. In this game, we can take advantage to the short distance between
people in classes, and the link ports. This game has a person collect an insane number of
monsters (near 200), and build their levels one by one. Then the fun comes, battle between
calcs for monster superiority. And last but not least, what about a book. What about
putting a whole book into the little calculator to read and pass the class time. This is
very possible (not with huge books though). Anyway, this is my opinion (and I
hope I spelled everything right.. hehe) and I would hope that everyone takes this
seriously, and spawn big projects on all calcs by forming the skeleton for great games.
And for inspiration for new games, just check out the gameboy games, since the calcs and
the gameboy are almost the same, or you can come to me... Well, now that
you've seen my opinion, I would like to expand greatly (read, greatly, meaning large
amounts of text). The title of this was "Calculators + Engines + Talent + Time + Ideas +
FUN = Good Games" (I shortened it afterwards), and basically, this equation is right.
First, you have your calculators (an obvious ingredient), but what comes after are the
more taxing elements, all leading up to the final product (hopefully). But why am I
writing this? Well, everyone wants good games, and I'm going to give you my opinion as
unbiased as I can. Let's start with the engine. In the comment in italics, I
said that it would help the beginners start and also help many game projects to get
started, and that is right. But most importantly, this engine will give us one thing
lacking (IMHO) in the calc world now, speed. A good game is few and far between, and by
creating flexible engine types, we can role out good games after several weeks to one or
two months of work. Note, I said good, since a game can be a technical feat, but still
quote unquote "suck". Anyway, this engine should allow lots of games to be completed in
short amounts of time, which lets us have more games to take to class and show off to
friends (hehe). This since the production of the game will (read very carefully) be based
basically on art, level and sprite design, and making it fun, instead of making it work.
The next several things can be put into a clump. Talent, time, and ideas are
important, but can be put together. Talent is needed, since a good engine can still churn
out bad games. Here's an example. Say we have a mario / sqrxz type engine. One person puts
a lot of time to make good sprites and levels, and these levels are challenging (like in
sqrxz *cough*praise*cough*). And another person makes a game with this non animated sprite
and a flat level with a couple enemies, and one can finish it in a couple seconds. You
tell me which is fun (which is talked about later). Next, time is the essence. No one has
enough of this. But with the engine out of the way, more time can be spent making the game
itself and making it fun, instead of making it work through tedious testing. Finally,
ideas are important. Would you rather play a game with its own world and interact in it
like a real world (The Legend of Zelda 64: Ocarina of Time, by Nintendo), or a game that
is like an interactive movie with slick cg (Final Fantasy 7 and 8, by Square), or would
you rather choose a game that was thrown together with no good idea at all, more like a
jumble of what a game could have been (too many games to mention, but one is ET on the
Atari). Anyway, what I'm getting at is that ideas are important too. Let's try to stop
copying, and try to improve games. If you think I'm contradicting myself, I'm not. Even if
we use the same engines, we can still improve games in many ways (which I will get to
later). Now for the biggest chunk of the good game factor. I would personally
put it at 99% of the good game factor, but some may give it slightly less, but no matter
what, this will make or break a game. This is the fun in a game. With out this, why even
play the game? Just dump it for more space on your calc, or use it as a door stop or
Frisbee. In the most recent issue of Nintendo Power, Volume 111, they interview one of the
best in the video game industry. He is Shigeru Miyamoto, and he recently won the Hall of
Fame award in a new awards program for the video game industry, The Academy of Interactive
Arts and Sciences. In the interview, he explained one way he makes games fun. This is to
balance a game with 70% objectives and 30% surprises. Also in the interview, he says he
wants to create a miniature world in a game, much like what he is doing with Zelda 64
(coming out November 23 this year by the way), and also that he stresses actual
interactive action and immersion (another words, fun) into the game rather than the cg
movies, fmv movies, plot, story, etc. since the latter only adds to this action and
immersion. He wants us to play a game rather than watch a movie. If all this sounds a
little too advanced for our little wimpy calculator compared to the Sony PlayStation,
Nintendo64, and the upcoming Sega DreamCast, it might be. But fun is fun, and if we could
some how get the fun into a game (and this may come in many forms, who knew dropping
blocks was fun?) then we could have the ultimate achievement, the good game. Now
the equate for this is the good game. These can come in many forms, and here is a quick
list of games that sold well for consoles - Zelda, Mario, Final Fantasy, Dragon Warrior,
Castlevania, and many more. These are classics in many of our minds, but what makes them
good? Good question, but there is no answer. The things in the equation are only quick
overviews of my opinion, but there are so many other things, such as graphics and sound
(maybe not for the calcs). These add to the immersion. As long as you keep in mind what
games are for you should have no problem churning out good games. And this you is to all
of you (and me), since working together is one way to make good games, since you have many
opinions on good games, rather than just one. Any way, the thing about games is to make
them fun. We play games to be entertained. This is why fun is so important. If you keep in
mind what makes your day, and what makes our days, then you have one part of the many
parts of good games. Then lets think of other possibilities, like our natural tendencies
(bloody games seem to get more attention - Mortal Kombat). All in all, anyone should be
able to make a good game. If you remember back to the beginning of this article,
I mentioned graphics and sound are not as important as the rest of the parts. This is
true, graphics and sound only add to the fun. But here is a radical idea (just like the
engines idea). Why can't we have several groups of people concentrate on one aspect of the
game? I can't program, and I don't expect myself to be good enough to make a good game for
a while, but I can do computer art effectively. So why not have some people just make
graphics as good as the calc can handle, and the other people make sound effects (if
needed). Then we can have archives of sprites and graphics for use with the engines just
to speed the process along a bit. I'm not saying that making a Frankenstien game (put
pieces together) is the way to go, but with this graphics library and engines library, we
can concentrate on the fun of the game, not the technical stuff. This concludes
my huge article on what a good is game is and some ideas on getting to this dream on the
calc even with such a somewhat limited backing (face it, not everyone on the planet has
one, and not everyone that has one even has a clue how these games are made or even knows
they exist). Here now is a list of what I think are possible games that can be made on the
calc and still be fun (some mentioned in the above italics): - Final
Fantasy (give us some ports PLEASE!!)
- Pocket Monsters (Pokemon - really really good
game, huge backing in Japan)
- Castlevania (no one gets bored of a hack and slash or
whip game, just make new levels and bingo, instant new game)
- First Person Perspective
(maybe we can get a multiplayer action going on now, lets make a 4 port connector for 4
people in the same game - hint hint hint hint)
- Simple Board Games (I'm tired of
finding that second player, why not add an AI? Don't make the Space Odyssey one though..)
- Puzzle Games (sure fire way to get us through classes, but just make new types, not
clones of Tetris)
- And finally, something that might not be even possible, but at least
someone can prove me wrong... A type of Mario 64 game.
- And maybe a slide show movie
and etext books on the calc can help a bit.
Anyway, have fun programming
and making games, and I really hope you all consider these ideas (since it took me forever
to write, but hey, I got stuff to get off my chest). Feel free to respond and add other
pieces to the good game puzzle. And finally (real this time), nothing is impossible, it
just seems that way until someone achieves the impossible.
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Reply to this item
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Re: Article: "What Makes a Good Game"
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a person
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did anyone ever consider that programmer might make a complete game if they got paid. If the game was complete. maybe screenshots and animated gif preview of the game to allow people to see what they're going to buy.
Ticalc could list games that were of this caliber.
I'm talkin like .50 or a dollar and it would be a good game. It wouldn't really be buyying it but more of an incentive to the programmer (me included).
I plan to do this with one of my upcoming games.
What does everyone think of this.
If you're not a programmer you don't really know how much work goes into making a game
commments???
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Reply to this comment
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2 September 1998, 22:59 GMT
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Re: Re: Article: "What Makes a Good Game"
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Jon
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Good point. I have done a fair amount of programming, and I couldn't agree more. It is difficult to work on a program when you know that you are receiving no repayment for it. Sadly, I doubt the money idea will work. I personally would find it hard to buy a game without trying it first, and the primary solution to that is shareware... ugh! Shareware... *shudder* The problem with shareware is it is either to crippled to give you a real idea of the game and you end up hating it, or the program isn't crippled enough and you just use it anyway and f*** registering it. Of course, none of this takes into account the idea that I doubt people are willing to part with their money, and even when they do that one person will give the game to all their friends, and all their friends and so own... Also, I'm not sure on this but... I don't think it is totally legal to create commercial software with some of these compilers. (not that anyone cares... but still) So this raises the question "If the reward for programming isn't money, then what is it?" Well, don't have any good ideas... maybe the programmer distributes a shareware version and then all the user has to do is send the programmer an email containing their thoughts on the game, and the programmer will email the user a full version. Or what if there was a programming hall of fame, or the like, on ticalc.org, and every month or two the pages' visitors voted on their favorite game for each calc that was released since the last voting and the winners are posted, that wouldn't be to difficult to code into the site. I don't know, please tell me what you think of my ideas (good and bad), post it here, or my email address is always open :)
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Reply to this comment
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4 September 1998, 08:54 GMT
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Re: Article: "What Makes a Good Game"
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Scott
(Web Page)
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YOu only need one thing to make a good game. Fun. But it can't be one minute of fun, it has to be fun whenever you play it. If a game is fun for a year or more, it is good. one way to keep the fun up is level makers. Another way is make the game hard and long. Did I just say what I think I said?
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2 September 1998, 23:48 GMT
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Re: Article: "What Makes a Good Game"
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[H2K]Napalm
(Web Page)
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There are so many people are trying to learn asm but have no place to begin (like me). Look not to the internet, but to the book store! You can buy books (i mean thick ones, not 3 page asm guides you download) totally about Z80 assembly. It will not teach you the specifics of TI calc asm but it will be the beginning spot that we all need. Once it is understood wtf z80 assembly really is, we can go to the 3-page guides and authors source codes to learn the details.
Can anyone recommend a good instructional book and where to get it? Thanks.
[H2K]Napalm
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3 September 1998, 03:30 GMT
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Re: Article: "What Makes a Good Game"
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One Who Was
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I think that you people are getting too greedy with 3D games. did anyone ever play Swords of Glass(an OLD pc game)? it was drawn in 3D, but its graphics were wireframe, and fighting and graphics both were designed to be turn based, instead of real-time(turn based by default due to our friend the 6mhz Z80 :] ) So why can't somebody make a game for the 86 that dos that? insteead of worrying about grayscale, why not outline the sprites in white, so they show againstthe walls?
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3 September 1998, 06:58 GMT
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What Makes a Good Game
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Justin Smith
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There are two key factors in a good game: it must be fun, and it must be simple. My thinking behind this is that given the TI gaming platform and its usual usage (math classes), the number one priority in a game is that it must be enjoyable for a long amount of time. Games like Penguins, Mario, whatever may be graphically impressive, but I feel that simple puzzle games are likely to stay on the user's calculator for the longest amount of time. This is I think some of the best games out there are M. Pearce's Solytare and B. Nagel's (or did he just port it?) Insane Game.
That's my $0.02.
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4 September 1998, 06:27 GMT
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All programmers need are good tools
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Nathan Cassano
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No one in the real world of programming small micro processors uses only assembly to code. Do you think the boys at TI used only asm to program the 3d graphing system? Heck no. What do they use??? They used C compilers with nice libaries. The Z80 and 68K processors should already have GNU C compilers and for free. Is anyone using them? Why do we have asm programming shells for our TI s? I don't prefer programming on my TI when I can just work on my computer and then load it up. Lets start using some real tools and make some new libaries for gaming and other things. Comments?
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4 September 1998, 07:56 GMT
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Maby a idea
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=DEATH=
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I don't know what are the possibilities with an calculator of TI (I allways had a casio, sorry). But maby, if we would create a chatcorner or something like that, we could form a team to work this problem out (maby an assembler-based program with memmory compression and a very simple but quick engine). In this way the team, can maby solve all these problems, and create a very cool game. You can email me when there are any questions about this idea.
CU :)
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4 September 1998, 12:01 GMT
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Re: Article: "What Makes a Good Game"
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James
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i am cosidered "the main coder" at my school because no know or wants to know how to code all of you say that the engine wont work but think of the possibilities it would create for us small time programmers. i make simple math and science programs i have tried over and over to get a small rpg but no one can really help this engine idea could really spur some great ideas
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4 September 1998, 15:40 GMT
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Re: Article: "What Makes a Good Game"
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Christophe Fondacci
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I have just read your article, but I don't agree with you on particular things :
Such as making game engines : This would be a great thing, but this has already been done, in a way, on the 92. Fargo is the only shell to support many libs (tell me if I am wrong), that can help any programer to speed up the making of
a game !
Moreover, I think you can't compare GameBoy games to Calc games, even if some calc games pretend to be "ports" of GB games. Indeed, a calc-programmer can't spend the same time : he is not paid for that, it is a passion, and if he gets bored with the project, he just stops ! And as soon as the game appear to work fine, he hangs on, and so we have unfinished games on our calcs !!
That is I think the real problem ! (you can't make a good game in 1 day !!)
Chris
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4 September 1998, 19:42 GMT
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Re: Article: "What Makes a Good Game"
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Moujahideen
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short and cool games would be the best.
Something simple to play. During break times.
Playing something like Final Fantasy 7 on a ti-8x
where every bit of text is a hint (password to the
next level , how to defeat the next baddy ....)
now .... you get distracted by the teacher/boss,
and you miss that bit of information to continue
the game or dont pay attention ... you are screwed.
I have Vertigo ... an Elite type of Coding ...
Masterful GFX and game play ....
But very taxing !!!
I will run it to show off the machine ....
but for my own self ... I would rather play a game
of tetris .
More fun .... relaxing.
Vertigo is VERY furstrating.
A game is something that relaxes you ...
Not something that kick your bottom over and over again ... (real life does it for free..)
Walt
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5 September 1998, 10:41 GMT
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Re: Comments
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Kevin Kelley
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Why not make a pinball game for the TI-83?
Is Castlemania avaliable for the TI-83?
Can you get "external hard drives" for the TI-83?
Does anybody know how to make a security program?
Is there a way to get TI-83 stuff to work on a
TI-85?
Is there a way to get TI-86 stuff to work on a
TI-83?
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12 September 1998, 17:10 GMT
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