what makes a game perfect for you ?.

Making good use of it's mechanics, even if there aren't that many. An example would be Shadow of the Colossus, it is very whole in it's simplicity

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and if you hade chance to make a game what will that game have ? .
I’ll use an example; GTA IV. Perfect in both gameplay and story.
In most games I don’t care about story. So I can forgive a game with a bad story but I’ll still consider it a flaw. If a game has both great gameplay and story then it’s flawless to me. And it has to be really really good, and not just okay.
 
I barely ever use the forums on this site, but was coincidentally just thinking about this and saw this topic.

If I had to put it into words, modularity and non-linearity. I've always liked deep customization in games, the idea of socketing unique stat bonuses on items and whatnot.

Awhile back I found these two games, Railroads and Catacombs and Wantless. They both have these really open ended customization not on gear, but on the abilities you use. Well, Wantless also has it on gear/equipment a bit, too.
I'll try to use a somewhat common example. You know in Diablo 3, how you can select different affects for your abilities that you use throughout the game? One may enhance the duration of an effect, one may increase its damage but reduce its range, one may reduce the range but come with some other tradeoff.
Well, Wantless allows you to make abilities from scratch. You select the area it affects, be it if it's yourself, or targeting an enemy directly in front of you, or at a distance. You determine the width, if it's one tile or multiple.
You select the effect. It can be a heal, a buff, a debuff, whatever you can think of.
And then you can mess with the damage and duration or whatever else you want. It's only limited by your own progression tied to a resource pool, so you can't completely break the game. But you may choose to have one or a couple insanely heavy hitting nuke abilities with a long cool down, or you may have several that perfectly accommodate each other's cool down, which you can also choose. Higher cooldown=increased affect, which I also thought was a really brilliant design choice.

Railroads and Catacombs is similar but you don't choose as much, you are randomly offered a choice of abilities to choose from, and then add your own modifiers from a preselected pool. I made a really unique, in my opinion, ability that applies a shield to myself every time I move, as well as does damage to everyone around me. Even if it deals damage to myself, the shield absorbs it.

I just think modular skill making like that is absolutely the future of RPGs. WoW dabbled with that with glyphs and then that necklace in one of those expansions I didn't play. But to completely choose your spells and abilities, from the ground up, is just insanely rewarding and challenges the part of me that loves min-maxing and theorycrafting in games to see what is possible.

Also, non linearity. This is seen in series like Fallout a lot for example. Gothic is my go to example though. When I played that game for the first time, I killed some wolves that dropped some item that was tied to a quest I never even picked up. Fifteen minutes later I met the quest giver who's like "Those damn wolves, I wish someone would take care of them so they aren't a threat to anyone on those roads anymore." or whatever. Instead of just accepting the quest, THEN the item spawns on them when they respawn.. And instead of accepting the quest like normal, exiting dialog, then clicking it again to immediately turn in, no.. The immediate response in dialog is like "Oh, those wolves? I already took care of them. Here's the proof." quest complete, right then and there.
You can go off and explore wherever you want to without any real consequence or missing out on anything. You'll often pick stuff up that you don't know what exactly it's used for, yet, but you're likely to find out later, and you get a nice reward for it. It boggles the mind how all games don't do this. It's intentionally made more tedious by making you have to KNOW where the quest giver is and go to them and start it, versus just retroactively having all the quests be "active" in a way, but hidden.
Just really, truly brilliant design in my personal opinion, and I desperately hope it becomes the norm.
 
I've found that I tend to value games with mechanics that allow for a high degree of player expression. Fighting games, Character Action games, or other genres with a high skill ceiling. There's nothing more fun to me then exploring a games mechanical depth, and I can spend hours in a fighting game training mode just experimenting around.
 
For a game to be perfect for me its a mixture of unique mechanics,story,soundtrack and gameplay loop.

Unique Mechanics:The exploration for new ways to do many things in the game and the bravery to make a flawed mechanic but still creative its a sing of creativity of the devs, like the Fear & Hunger's coin flip.

Story:Pull up a story that is both unique and has coherence its difficult but yet its one of the most incredible things in gaming its a sing of dedication of the devs, like in Tales of Synphonia or Tales of The Abyss.

Soundtrak:One of the most important aspects for a game, even a bad game has at least a good music, just one game can have many different styles of musics just shows the passion the devs put in at least one aspect, like Shin Megami Tensei IV.

Gameplay Loop:A game that is played just once is a remarkeble expirence for the player. But a game that is played more than once makes the player better and better until just the devs or God can pull him out of the game shows the intelligenceof the devs when creating the gameplay loop, like in Ulltrakill.

When a game have at least 2 or 3 of these aspects well made i am sure that is going to be a absolute master piece
 
There are certain conditions that have to be met:

1) Character creation and customisation in a very detailed way.

2) Real-life realism. I don't mean graphics, I mean what you can do. This can be narrowed down to limit it only to the theme it has.

For example it's nonsense to die in horror games when you cannot run away from a monster because a chair blocks the whole corridor. The realism I seek is not being blocked by a chair, opening your way even if it means demolishing the whole building and being able to block the corridor by filling it with stuff to protect yourself from the monster. I see it as a necessary gameplay element for the sake of the genre. But horror genre was just an example as I only didn't mean it for horror genre.

Only when a game is realistic in its own context it can be immersive. When it's immersive it's attractive. When the immersion broken it's when I delete the game because it's like waking up from a dream. If a video game never had an immersion I cannot play it. For example CyberJunk 2077 lol. Despite their BS philosophy and self-justification on how immersive this rubbish program supposed to be, CyberJunk 2077 breaks a fundamental immersion: It's pointless when there is character creation when you won't see the character until the game ends or you care to open the inventory screen you never have to open to beat the game.

3) Stylish gameplay. Metal Gear Rising and Persona 5 Strikers are great examples. They are fun to play because they are stylish. It's cool to do what you do.

4) Video games are an artwork but not because of their story and BS character dramas, they are art because they are made of visuals and sounds as graphics and soundtrack. A game doesn't have to have realistic graphics, it gotta have eye-pleasing visuals.

5) The game has meaningful things to do. One way to do it is to make a video game have an interesting theme.

I do love many games but when I consider all the video games I know, no game has ever been perfect for me.
 
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Castlevania 64 is the closest to me right now. It mixes platforming and its colorful surrealness with a darker fantasy human world, while having the N64 aesthetic.

I also prefer games that encourages you to overcome a challenge that's happening "at the moment" instead of having to level up or equip things. There was a post making a distinction between these two game design philosophies but I can't find it now.

But if you put spaceships into it, I might like it even more.

Also, I always wondered what could be a game with the N64 aesthetic with a higher poly count and texture resolution, but with the artistic style intact.
 
Gotta be fun. I dont want a game that's boring to look at, repetitive, or lacks a soundtrack laden with bangers.
 

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