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While the result is that both toys and games "are what you make of them", Toys and Games proper, are at their best when designers are *aware* of the tradeoffs made in every design choice. Some of this is negated if the designer has a vision for play, and we see this happen often with indies, where they dont know *explicitly* what they want or don't want, but by process of experience and elimination they settle on something that in its final incarnation is brilliant in design, a proceas of "careful and deliberate stumbling in the dark" away from bad design choices, and towards good design choices, like knowing the layout of your own house even with the lights off.
And so it's important I think, if you want to be a good designer, if you want to know what makes a "good" game, to first have examples to draw on, to make the games *you* want to play, and better understabd what *you* want out of a game.
Sid Meier said that "Games are a series of interesting decisions"
I think that's a pretty good summary of both what motivates folks to play games, and a good definition of one.
I would say that if you're just clicking to move the story forward, that starts to fade out of the realm of games a bit.
...Because I have found, over time, the single most important element to a "good" or "fun" game, has nothing to do with mechanics, story, technology, art, the designer, or programmer.
No, ultimately what makes a good game is the presence of playtesting. With the variety of people out there (from people who play *farmville* to people who play with calculators, or dwarf fortress, or *build* calculators in minecraft), the single most important element to knowing if something works, and *how precisely* it effects the players engagement and satisfaction, ultimately comes down to *who* tests it. And those who test it ultimately shape the final design.
And when you're the sole designer, your first tester is *you*.
Be sure you have fun testing it.
spongessuck490510dGames have arbitrary rules. A toy can be featured in a game but isn't a game by itself, per se, since with most toys your play with it is limited only by your imagination. But if you start to play house with your toy doll, you add some (loose) rules to the activity. Then you might say you're playing a game.
At a certain point, as a game loses its rules, it becomes a sandbox and you've devolved to something more like freestyle play (in other words, a toy) and less like a game.
Root6863710dToo long; didn’t read
Also too tired to respond.
Fucking hell I lost again reading the beginning of this rant
Please Add A SUMMARY For People With Short Attention Span
ok then, i'll write my followup response here a bit later
d-fanelli507dDoom Eternal lol that’s a GAME (and Bloodstained bc 2d castlevania is sick as fuck)