Wednesday, March 4, 2015

What Makes a Good Game?

In preparation order to use games effectively for learning, it is crucial to understand what it means for a game to be good. I've identified a list of characteristics that I consider important in a good game based on two primary sources. First, I looked back at the games I've played this semester from Sploder and elsewhere to look for common threads in the games I enjoyed. Second, I watched Dr. Reuben Puentedura's academic analysis of what makes a good game and compared his thoughts to my own. In the end, I was able to come up with the following key elements:

  • A Clear Objective Some people can get into an open-ended sandbox, but I like to have a purpose in the games I play. I need to see a clear goal to enjoy myself.
  • Intuitive Controls I don't like reading manuals; I'd much rather dive in and make sense of a game as I play. As a result, I prefer games where the controls are easy to figure out and it is clear how I should interact with elements of the game.
  • Just the Right Difficulty Games have a "Golidlocks zone" when it comes to difficulty. I want some challenge; if I can breeze through the obstacles the game puts in my path, then there doesn't seem to be a point in playing. If the game is too hard, however, and I find myself failing over and over, I quickly loose interest.
  • Increasing Difficulty As a player learns their way around a game, it gets easier. The game needs to account for that by providing new challenges as the game progresses.
  • Chance Plays a Limited Role  I want my success in a game to depend on what I do, not on the roll of a dice. When chance is not a primary mechanic, I am an active participant in my success, rather than simply a trigger for a random number generator.