Oooh, interesting topic! I like defining games by these metrics, and it's very obvious to me now why I like some of the games that I like. You see, I'm not really a creative person. I don't liking designing or building things just for the sake of it. I don't care much for
Minecraft creatively, just like I could never care about building settlements in
Fallout 4, designing houses in
the Sims or designing clothes and furniture in
Animal Crossing: New Horizons.
I also don't like sandbox games without any goals whatsoever.
Minecraft, again, comes to mind. I'm like agent Smith from The Matrix; I need purpose. I don't '
get' games like
Garry's Mod,
No Man's Sky,
Minecraft, etc. Games without a narrative hook, a dangling carrot, any sort of goal to strive towards that the player didn't create or set for themselves. I need a goal, an endgame. I tend to bounce off of games that never end.
I also don't care about fellowship, for the most part. I want to make my own choices and not have to wait for or rely on others to help me or make the decisions for me. The biggest exception for me here was
World of Warcraft back in its prime; it's an inherently social game that I latched on to anyway because it just came at the exact right time in my life. It was new and exciting and I had plenty of free time on my hands. Even then I played it mostly solo and therefore got mostly nowhere, but it was fun regardless.
So what
do I like?
I like to be intrigued, I like to be challenged. I don't need a game's story to hold my hand, but I want it to tease me
just enough so my mind starts to race and I can't wait to explore the game's world, story and inner workings. I want it to be hard; my way of zoning out with a game is for it to flood my mind, to challenge me in such a way that everything else falls by the wayside and it is the only thing I can focus on.
Another trigger for me is progression and ever-increasing power. I naturally gravitate towards any kind of RPG or loot-based game because of this. Some of my favourites from the days of yore were
Diablo 2, Dungeon Siege and
World of Warcraft for this very reason. I don't mind the grind as long as it's challenging, otherwise it just gets stale. I'm a sucker for skinner box games that keep on giving.
It does have to come with a real sense of progression. I want to be able to return to an early game location and STOMP on enemies that gave me grief when I was just starting out. Don't make the world scale up to my level. Just don't.
Diablo 3, Destiny 2, etc. are all guilty of this and it's just awful design IMO. Conversely, it's okay if some areas are too hard to tackle at first. Send me running back with my tail between my legs sometimes. If you can't
actually progress because the difficulty always averages out, then what's the point?
Example time. In my opinion, these are some of the finest games ever made and they seem to cater to me in a very specific way.
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DARK SOULS
From Software took the world by storm with this game back in 2010, and for good reason. This is peak game design in my book. The narrative is obtuse, but very intruiging. It's there if you care, but never gets in the way of the action. It blends so naturally into the game's amazing world and environments that together these elements are just begging to be explored.
The game's mechanics are incredibly arcane for total newcomers, sometimes so much so that people resort to wikis and guides to make sense of it. However, it is very easy to grasp the basics. Pick up a sword and shield and start hitting stuff. Some enemies keel over and die, others remain standing defiantly and beat you back. It's so instinctive. The intricacies of the combat system reveal themselves to you over time and there's so much you can do and discover, but at its core it's something anyone could pick up and play.
I also love how the game gives you just enough of a clear goal to set you on the path: 'ring the two bells of awakening', it says, 'and the fate of the undead thou shalt know'. Two bells. One up above in the undead church, the other at the base of Blighttown. That's it. That's all I need. I don't need multilayered quests or crafting or any of that crap. Just give me that beautiful and interesting semi-open world with
just enough of a narrative hook to get started and I'll be off to the races.
Dark Souls is my favourite game of all time, for sure. I recognise its faults but there's just no other game like it. Well, maybe
Bloodborne. I keep going back and forth between the two, unable to decide which one is more perfect. The basic formula of these games is the holy grail of gaming for me.
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THE LEGEND OF ZELDA: BREATH OF THE WILD
I have a confession to make. When the Nintendo Switch was announced in 2016 I preordered it that very second, along with a copy of
Breath of the Wild. I love Nintendo and everything they stand for as a gaming business. I had the utmost faith that
Breath of the Wild would be the greatest Zelda game of all time, better even than favourites like
Ocarina of Time and
Wind Waker. What I got was not just the best Zelda game ever made..
I got the best open world game ever made.
Again, the basics for 'wot I like' are here. There's a fantastically beautiful open world just
begging to be explored and the way they introduce it could not have been more elegant. They also provide you with the most basic of narrative hooks: 'princess stuck in castle for you to rescue, big floaty scary man in sky for you to defeat'. That's it! That's what I need. A goal, a purpose. We are in this world for a reason, we have an objective to work towards. How we get there, we don't know.
What we do know is that we won't be getting there for a while.
This game is
packed with things to do and places to see. What sets it apart from other open world games is the elegance with which all these opportunities are presented, which is to say they're not presented at all. You get to discover them at your own pace. There's no missions marked on the map, no NPCs screaming at you every five seconds when you're just roaming around. No collectibles literally begging to be picked up. Oh, there's quests in the game. NPCs too, and collectibles. It's all there, but there's no rush. No pressure to collect 'em all. Just explore. The world is your oyster.
The developers at one point gave a presentation about how they designed the game's world around such a loose narrative. The game world is basically laid out in such a way that from wherever you are standing, there's always at least two landmarks to see on the horizon. Think about that. No matter where in the world you are, you can always
see something that you will want to explore. The game is always teasing you with opportunity and keeping you going, and whatever you find is interesting in some way.
So what is there to find? It could be a treasure chest hidden under a suspicious rock behind a waterfall. It could be the ruins of an ancient city where treasure is buried everywhere. An NPC giving you a side quest. A wild horse begging to be tamed. Maybe it's one of the game's 900 Korok challenges, or it could be a snowboarding challenge. It could be a shrine that rewards you with more power, more hit points or a difficult puzzle.
I could sing this game's praises all day. It's so elegant, so perfect. I love the loot that you can find, I love that it breaks after a while. I love that there's combat challenges so difficult that it will take you ages to master them, and I love that you can literally cheese loads of things by abusing the physics system. A system which, by the way, is one of the most flexible in all of gaming. There's only four basic powers, but if you combine them just right you can do the wildest things. I'm sure you've seen a crazy BotW video on YouTube at some point.
This game has its flaws, too. The enemy variety is a little lackluster, and the traditional dungeons have been replaced with a lesser alternative in the form of the four great beasts. I'm sure these criticisms will be tackled in the upcoming sequel, but everything else and I mean literally everything else about this game is pretty much perfect. It's open world gaming stripped to the essentials: sensation, discovery and challenge.
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I may have more examples to share later, but these were the first that came to mind. Sensation, challenge, discovery, acquisition, that's what I'm all about!