Saturday, September 16, 2023

Good Video Game Design

 From Thomas Aquinas to now we must consider the one, the good, and the beautiful even in modern video game design. Good game design follows the ratio fun = meaningful decisions / time but if we subtract from that the elements of bad game design we end up with implementations of classic board games, because RNG is also bad. Some genres mentioned before like platformers and fighting games tend to avoid the problem, as do some MOBAs and first person shooters. I will be writing and designing RPG battle systems that avoid RNG and grinding. So then fun = meaningful decisions / time - bullshit so f =  (d/t) - b

Turn based systems will be judged by the permutation (actually a multiset (actually that might need some clarifying)) of the moves done like the marks in SGF (for Go) or Chess notation. An action game is thus only the string of inputs. 


So then what happens in the genres? Has there been little innovation? Are new genres forming? Did genres not get recognized correctly before? What even is Qix and Quadrun? 

Bad Video Game Design

 Grinding for items and levels is bad. Traveling on world maps is bad, it is a form of grinding. In the free to play space rewarding daily logins is a form of grinding. In-game currencies that are earned from grinding with only the effect to add features that make games easier is bad. Each level is its own world. Any time there is connection to another that is a form of grinding. Imagine the pipes in platformers that lead the player character to the "underground" section. The underground section is a whole other level, not inside the level that it was connected to via the pipe. Narrativity and pornographic rewards are bad design as they just insist on more grinding. Good game design is to be measured combinatorily. Each battle in a turn based RPG is a separate level or game. The item loadout is a combination that makes the battle easy or not and thus is equivalent to the free to play in-game currency bad design. Good game design is measured combinatorily as either a combination or permutation of elements (like turn based battles) or a string of inputs (fighting games). Good game design should not require any special hardware including graphics cards or controllers. Only keyboard, mouse and touchscreens should be needed. Since the early 2000s with web games via Java Applets, Flash, and now modern JS frameworks, video game distribution was solved perfectly. F2P mobile games continued this.