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The Rules of Game Design

Last year was one of the best years in gaming that bit-tech.net can remember - but what is it exactly that makes a great game? bit-tech.net put their minds to the task and come up with ten rules and examples that divide the classic games from the crap ones:

1. No unskippable cutscenes.
2. Make the game work.
3. Communicate goals clearly and immediately.
4. Difficulty should cover all abilities.
5. Multiplayer isn't always required.
6. Conceits are OK.
7. The interface should not be a problem.
8. FMVs are always a bad idea.
9. Saving should not be a chore.
10. Break the rules.

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Avto3378d ago

have to agree with most of em' but FMV when done by Square Enix are usually out of this world great.

ravinash3378d ago (Edited 3378d ago )

don't sacrifice game play for pretty graphics.
A game can look like crap but you can't put it down...where on the other hand a game can have the best graphics in the world, but your bored of it after 2 days.
One of the best games I've ever played was MULE on the C64, so many hours went to that playing with my mates when I was younger, and it really was a blocky program.