- Using Kobold’s guide as inspiration, every game should have an identity. James Ernest’s segment on the distinction between rules, mechanics, and the key to “good” games explains that games are not the sum of their parts. Each game has an identity that justifies its mechanics. If a game’s mechanics are not in tune with the game’s identity, then players may not find it interesting. To support this, James claims that mechanics are identifiable, yet are not entirely transferable. All games have mechanics, but great mechanics work in tandem with the game’s identity. You cannot create a great game from analyzing the exact mechanics of another. I like my favorite games because every aspect of the game is made with identity in mind, mechanics are thoughtfully implemented to create a specific experience.
- Here is a small list of games from my steam library
Furi – Onnamusha
Ready Or Not
Rooftops & Alleys: The Parkour Game
Dungeons of Hinterberg
PC Building Simulator
Balatro
Resident Evil 4
Valheim
Noita
ULTRAKILL
GRIS
RESIDENT EVIL 3
RESIDENT EVIL 2 / BIOHAZARD RE:2 Standard Edition
Resident Evil 0 / biohazard 0 HD Remaster (ROW Launch)
OneShot
Furi
Resident Evil 5 Gold Edition
Resident Evil / biohazard HD REMASTER
Resident Evil 6 Complete
Kerbal Space Program
Star Birds Demo
3DMark Demo
9 Kings Demo
The Last Stand: Aftermath
Nitro Express
Risk of Rain 2
R.E.P.O.
Haste
Demon Tides Demo
Solarpunk Demo
Am I Nima Demo
Warfare Legacy Collection Demo
Machine Mind Demo Demo
Icaria Demo
Mech Havoc Demo
Heroes of Hammerwatch II Demo
Sky: Children of the Light
Awaria
Stacklands
Inscryption
Slay the Spire
Hades
Rebel Inc: Escalation
Darkest Dungeon
Risk of Rain
Factorio: Space Age
Mullet Mad Jack Demo
Retrowave
Realm of the Mad God
Frostrain
Lethal Company
Hearts of Iron IV
Bitburner
SIGNALIS
Farlanders
Against the Storm
Unsighted
Into the Breach
Frostpunk
OpenTTD
Quasimorph: End of Dream
Steam Engine Simulator
Sonic Generations Collection
Factorio
Stoneshard: Prologue
Hyper Light Drifter
Enter the Gungeon
The Binding of Isaac: Rebirth
The Complex: Found Footage
Tomb Raider
Space Engineers
Destiny 2
Destiny 2: Legendary Edition
STAR WARS™: The Old Republic™
Apex Legends
Splitgate
Arid
Muck
Dead by Daylight
Tom Clancy’s Rainbow Six Siege – Deluxe Edition
Oxygen Not Included – Spaced Out!
tModLoader
Craftopia
Among Us
Counter-Strike: Global Offensive Free Edition
Uno
The Forest
The Colonists
Absolver
Scrap Mechanic
Fallout Shelter
Rust
The Long Dark
Call of Duty: Modern Warfare 2 (NA)
Sheltered
Warframe
ASTRONEER
Oxygen Not Included
Don’t Starve Together
Plague Inc: Evolved
Garry’s Mod
Geometry Dash
Terraria
Unturned - While my favorite games often blur the distinction between “acts” or definite moments in the player’s story or progression, my favorite games do one of two things. They either leave the story solely in the players’ hands, or they craft enough of a structure to entice the player to play the game and experience the story. A game like Minecraft has no definite strory, it encourages players to make their own. Progression in the form of better tools, weapons and armor encourages the player to seek better materials all while they shape the world as they see fit, creating a story of surviving and thriving. A more story-driven game like Pokemon entices the players with interesting premises and innovative gamplay to encourage the player to stick around.
- Both approaches are effective ways to create a game, as long as they service each other. I personally like to create ideas starting from it’s purpose. The metaphor can help guide the subsequent mechanics, story, and theme. With this approach you can ask whether an implementation sucessfully highlights the metahpor you are trying to show. But, the opposite approach is valid. Large games evolve from simple mechanics all of the time.
- I think it’d be interesting to collaborate with other classes or campus organization to create official art or garner support for the games we make.