» Sun Jan 16, 2011 2:54 pm
Let's see..I can think of a lot just in Deus Ex:
- Open level design that allows me the freedom of choice, and whichever I choose affects events and dialogue later on in the game.
- In-depth item descriptions. I like to know every last detail of what I have in my inventory. The stats of all of my weapons and background information on even the misc. items.
- Hidden secrets and caches of information. I like to explore the levels in games, and when that exploration yields rewards, my opinion of the game goes up spectacularly.
- A good blend of differing game elements. I like having my action games also let me take a sneaky approach and vice versa. Games that let me play however I want are worthy of greatness.
- Good length. Short games disappoint me. While I don't want my games to last forever, I don't want them to be over in http://www.youtube.com/watch?v=864WK54tCLk either. Give me at least twenty, and for RPGs, at least forty.
- Being able to create my own notes, even writing notes on the maps in-game. This is very handy and also helps a lot with roleplaying.
Other things I like in my games:
- Detailed "glossaries" of the game world, explaining things in the plot I might not understand, or if I'm just curious about how a certain piece of the game world works. Mass Effect and Xenosaga are examples of where this is done well. Bethesda goes a step further by putting the lore of its games into readable books in-game, telling stories of certain world events, people, or explaining the various groups and such. Fantastic.
- Hidden and challenging bosses. Now, this is often done horribly wrong. Final Fantasy comes to mind. Giving the boss millions of HP and attacks that can one-shot your party is not challenging, it's not difficult, it's just tedious. It forces me to grind for [censored] tons of hours, I can't [censored] stand "super" bosses like this - Er..Anyway, onto what I do like. Basically, bosses like Ongyo-ki in Nocturne. Optional, tough as nails, but I don't have to spend forever preparing for it. Sure, there's the Full Kagutsuchi strategy, but even then, that's a very tense battle with a tough enemy. Sadly, I can't think of many more examples of well designed optional bosses in RPGs aside from maybe Margaret in Persona 4 and that desert demon in Final Fantasy X-2. Typically, they fall under the aforementioned type that gets on my last nerve, so whenever I encounter a good one, it's like Christmas came early.
- Lots of dialogue and character interaction. I love it when characters in games act like real people and converse with each other. Too often, I'll run across games where the entire focus is moving the plot forward and the only dialogue I get is always only relevant to what's happening in it. Luckily, this is a much more common thing in gaming, being done well by Bioware, Bethesda, and Atlus, to name the ones I know of. Likewise, I like having the ability to talk to NPCs other than my party, which is something Bethesda does very well.
- Enemies that fight back. Ninja Gaiden is the penultimate example of this concept done perfectly. This is especially awesome in games that put an emphasis on dodging and countering the enemy (Which is exactly how you play Ninja Gaiden). It's incredibly satisfying and more games need enemies and fighting systems like it.
- Equipment and skills changing the appearance of my character. It's much more powerful of a feature than some developers seem to think it is. When roleplaying, it's damn near essential. Games that do this are awesome.
- Light-based stealth mechanics. Why...WHY is this such a dead concept? When Thief originally did this, it was groundbreaking. In fact, Thief still holds the medal for greatest stealth system ever devised, which is actually extremely sad. There is no [censored] excuse for this to be so rare, especially in stealth games. It was awesome back then and it would be even more awesome now with our better technology.