mhwombat
10-11-2005, 01:13 AM
I'm a new member, although I've been lurking for a while. I hope I've posted this message in the right place.
I am developing a commercial game that will be released in less common languages such as Irish, Welsh, and Euskara. I want to make the highest-quality game I can, so I've been playing games trying to figure out what works well and what doesn't. Based on my own pet peeves, I've drawn up a list of guidelines I want to follow in designing my game. But it would really help me to hear from others about what they like and don't like in games.
So, does anyone have any comments on my...
Game Design Guidelines
Before the game starts, tell users how to interact with objects in the game. To use an object, do you click and drag it to where you want it, or click on it and then click where you want to use it, or...?
Give users something very simple to do first, so they can be sure they understand how to use/combine objects in your game.
Don't make users go "pixel hunting".
The cursor should change to let users know they are over an object they can interact with.
Figuring out what needs to be done is fun (e.g. I can "saw" the rope using the edge of the key...). Working out the mechanics of your user interface (...but only if I click on the right pixel) isn't fun.
Don't make the user start over after a mistake, or backtrack excessively. Users want a mental challenge, not a test of their patience.
Everything the user has to do should be somewhat logical. (I played one game where clicking on a cat made the computer work. I'm still trying to figure out that one.)
Don't make users have to do things twice unless there's some logical reason. Having to "talk" to someone more than once to get the right information is OK; that happens in the real world too. But having the phone work only after you've clicked on it eleven times is just silly.
Don't assume the user has the speakers on. A game should be playable with the audio turned off. But at the very least, tell the user if the game requires sound.
I am developing a commercial game that will be released in less common languages such as Irish, Welsh, and Euskara. I want to make the highest-quality game I can, so I've been playing games trying to figure out what works well and what doesn't. Based on my own pet peeves, I've drawn up a list of guidelines I want to follow in designing my game. But it would really help me to hear from others about what they like and don't like in games.
So, does anyone have any comments on my...
Game Design Guidelines
Before the game starts, tell users how to interact with objects in the game. To use an object, do you click and drag it to where you want it, or click on it and then click where you want to use it, or...?
Give users something very simple to do first, so they can be sure they understand how to use/combine objects in your game.
Don't make users go "pixel hunting".
The cursor should change to let users know they are over an object they can interact with.
Figuring out what needs to be done is fun (e.g. I can "saw" the rope using the edge of the key...). Working out the mechanics of your user interface (...but only if I click on the right pixel) isn't fun.
Don't make the user start over after a mistake, or backtrack excessively. Users want a mental challenge, not a test of their patience.
Everything the user has to do should be somewhat logical. (I played one game where clicking on a cat made the computer work. I'm still trying to figure out that one.)
Don't make users have to do things twice unless there's some logical reason. Having to "talk" to someone more than once to get the right information is OK; that happens in the real world too. But having the phone work only after you've clicked on it eleven times is just silly.
Don't assume the user has the speakers on. A game should be playable with the audio turned off. But at the very least, tell the user if the game requires sound.