recursal/Fanatic-Fandom huggingface dataset:
Letting Players Switch Perspectives Allows for More Precise Actions and Comfortable Gameplay

Some games allow the player to switch between a third-person and a first-person view. This mechanic allows players to choose which play style they prefer, and even switch actively between the two depending on the situation, creating a custom style of play and allowing for maximum comfort to every eventuality.

Examples:

### **The Elder Scrolls III: Morrowind**

Morrowind is the first game I ever played with this mechanic. Either perspective is perfectly fine for the entire game but switching between the two can be used for more easily completing certain tasks. In particular, when in third-person and looking at a large clump of loot, finding those items that the player wants to collect can be difficult, but switching briefly to first-person makes it very easy to pick up the desired items while leaving any useless trash that might be mixed in with the valuables.
Matching players based on their skill levels in online multiplayer.

Nothing is more demoralizing than buying a new game and trying to learn how to play it while getting dominated by already seasoned players in multiplayer. In some cases, it works as a deterrent to players who would like to play the game, but feel already too far behind in skill to ever catch-up, and therefore never try to play. But some game designs have found ways to place players against each other at levels that equal each other. This way players aren’t forced to play against other players that are better or worse than their current level of play. This allows players to learn the different strategies and mechanics of the game while increasingly get better at the game at their own pace.

A great example of a game that does this well is Clash Royale. Clash Royale measures its players by the number of trophies that player has won from battles. The average number of trophies won from a battle is thirty. Trophies determine what arena the player plays in, and in turn the arena determines how much coin can be won and which cards are available to the player. Player only face other players that are around the same number of trophies. If no other player is available with the same number of trophies, then the closest player to that number will be found, and the number of trophies awarded the winner/loser becomes fewer. This makes for strategic, evenly

matched battles.
Too much realistic game controls can result in no fun for the gamer

Sometimes game controls are so perfected that they reflect the
real life environment. This results in player taking too long to adapt to the
controls. Such behavior is demonstrated mostly in games of Racing genre. In
some cases, the controls are perfected to handle auxiliary controls

like
steering wheel and pedals. Some games make the controls soo sensitive that the
amount of effect on the car is incremented by huge factor.

## Examples:

### 1)**Forza Motorsport (Turn10 Studios)**

   Forza Motorsport implements realistic controls since it is favoured by the racing enthusiasts. The general gamer audience does not

appreciate the use of perfected game controls. Thus the element of fun is not
expected for the average gamer.

### **2) Need for Speed: Pro Street ( EA Games )**

   EA games introduced pro street with a radical shift from their usual open world setting and directly focused on closed circuit based track racing. They tweaked the controls and game-play to match the real world experience. Even the experienced gamer found it difficult to master. Eventually, the game was dragged downhill very fast owing to poor ratings, user reviews basing on the gameplay.
Rewinding time

**Rewinding time - Good**

Games that lets you rewind time is a good game design
because it solves the age old question of “what if.” Games that allows you to
go back in time to a certain point keeps the game balance and interesting. Rewind
time to learn from your mistakes and making a different choice base on that
mistake can be very intriguing to players.

**Example: Life is Strange**

   “*Life is Strange” i*s all about rewinding time and changing things up. The rewind time ability

in essence lets you see the consequences of all your actions. The game lets you
go back just far enough to change the current situation but never the entire
game. This keeps the game balanced and fresh.

**Example: Prince of Persia: The Two Thrones**

Prince of Persia: The Two Thrones follows a similar game mechanic, where it allows player to rewind the time by a few seconds, which further allows the player to avoid imminent death and re-do certain actions where the might have failed earlier.

**Example: Braid**
The game Braid is all about rewinding time to correct a mistake. In the game, the player is given the option to rewind at any time and as fast as they want to go back in the game and correct a mistake that gets them killed. It's a great example of this concept.

Example: Prince of Persia: The Sands of Time

This game has a similar mechanic, where players can use the "time" dagger to rewind time. This allows players to "fix" their mistakes when doing something wrong in game, such as move, jump and even incorrect dodging enemy moves.
Shadows help indicating players position and orientation.

In various games you have to keep an eye on your shadow to know where you are going to land. In some cases when you have to use jet packs or high jumps you need to know if you are going to land on the platform or the place you want to land.

In 3d Mario games you use your shadow to make sure you land on something.

Example: Tribes Ascend.

Tribes ascend is a game where speed matters a lot, the faster you are the better. In this game where are two elements which help you gain speed, the first one is jet pack and the second one is skiing. So to gain speed you have to jet pack when ever you are going uphill and then you ski when ever you go down hill but sometimes you are so high up that you cannot figure out if you are going to land on the slope of the hill and ski down hill as its important in tribes ascend to have a fluid motion to go fast. This is where shadows come into play whenever you are high up in the air just make sure your shadow is on the slope of the hill and then you can descend to land on the down hill slope and ski away to gain higher speed.

Another important use of shadows in this game is when you cant shoot your enemy in the mid air while jet packing you could tell where they are going to land by their shadows when they run out of jet pack and you could shoot at their shadows before they are going to land to get a hit on them as there are some projectile based weapons in this game which have their own projectile speed and hence you could pre-fire on their shadows to get a direct hit on your enemy.

IMG: This image shows a pathfinder making his way to enemy flag base. The player is high up in the air and has to land and ski on the down hill slope to gain more speed while garbing the enemy flag.

(Video link: ☀https://www.youtube.com/watch?v=A5oqj\_fg7-g)
Multi-Role Resources

In many games that include a monetary system, the currency is used so seldom or for such specific things that they build up over time, clogging the player’s inventory. One smart way of getting around this is utilizing one resource for a variety of uses. Not to be confused with having multiple things from which choose to spend one’s resource on, such as one crafting ingredient being used for the creation of two different items, a multi-role resource takes two or three resources that would be thought distinct and combines them. Not only does this free up inventory space, but it also makes the player feel a more tangible sense of progress when that resource is collected as well as a real sense of weight when it is used. Another benefit is that the player does not need to memorize that x resource is used to heal where y resource is used to build, in this case x is used for both.

## Example: Dark Souls

In Dark Souls players only collect one resource, souls. Souls are used as the in game currency at shops but they are also used to level up one’s character at bonfires. By making the same resource be used for two traditionally different roles, this creates constant difficult and important choices for the player. The player may purchase a sword or level up their health, rarely both at the same time.
Overly Dark Lighting May Look More Realistic – But Players Still Need to See

Lighting is an important effect in video games that can make or break an art style. A common misstep in games looking to achieve a more realistic art style, is too dark of lighting. In real life exploring at night, either outside or in a cave, is very difficult to do without an extra light source. Even after someone’s eyes adjust it can still be difficult to navigate an area properly. Games that try to emulate this forget that players should still be able to see the environment around them without having to crank the brightness levels to max. One example that has this issue is a popular graphics overhaul mod for the Elder Scrolls V: Skyrim. Most of its dungeons have torches spread throughout. But sometimes it gets so dark to the point where players would be forced to cast lighting spells or carry a torch just to be able to see in a small radius. Realistic looking games need to look for that balance of good

lighting and practicality.

## Example

### *Dead by daylight*

It's a great horror game , but sometimes the environment seems too dark to distinguish the building and characters, especially when you play the killer. The game is too dark to play so I had to adjust my computer's brightness, but it hurts my eyes. I had to squint my eyes in order to play.

### *Deus Ex: Game of the Year Edition*

Many PC gamers complained that Deus Ex: Game of the Year Edition on PC was too dark. They have stated that the sliders and in game options did nothing to help the visibility settings in the game. The game is simply too dark for players to see anything, and it takes away from the player's experience. This has led to frustration among players in steam's forums and reviews.

###

### Dying Light

The game plays well at first when there is daylight and the player can play seamlessly without worrying much. But as soon as it gets dark, the player is not able to see in long distances and hence it is difficult to play in dark.
Reward The Player For Exploring The Game - Player Feels Appreciated For Time They've Invested

Players who invest time into a game, exploring every nook and cranny, every single playing strategy, replay the game as every type of class available have to be rewarded for the time they invest in the game. This is usually done through exclusive items, secret areas etc. Rewarding players for exploration shows the player that the developer appreciates their effort and helps build a relationship between the player and the developers games.

## Examples

### **The Elder Scrolls V: Skyrim**

Skyrim has a vast open world with many secrets. A player who invests time into the game to go through the multiple dungeons and caves is rewarded with rare loot, treasure maps and even some secret quests which can only be started if the player takes the time to go off the beaten path to find them. A player who invests time into the game gets a sense of satisfaction because of what the game gives back to the player.

### ArcaniA

ArcaniA rewards the player for investigating small ruins and looking behind every wall and corner by spreading loot around in the environment. Giving this loot gives the player an advantage in upcoming battles and makes it feel rewarding for the player.

### Xenoblade Chronicles

In Xenoblade Chronicles, while the player never has to explore the vast landscapes fully, the developers reward players who do with extra experience, additional places to fast travel to, secret monsters, and sometimes even just nice views of the game world. When they find a secret area, the game even plays a unique jingle to make the player feel especially good for going out of their way to find this location.

### Halo 2

 Skulls are small collectibles that modify gameplay, sometimes making the game more difficult and sometimes just changing the gameplay in an interesting way. Most of these skulls can only be found when playing through on Legendary difficulty, making the task for collecting all of them much more challenging and the sense of achievement all the more rewarding.

## *Witcher 3*

For exploration part, I experienced the same thrill and felt immersed when I played the *Witcher3*. I explored different dungeons to find the hidden treasures or chests containing the legendary armor, and sword diagrams which could be provided to Blacksmiths. Equipping this crafted armor and swords increase the power and strength of the player significantly. In the end, it helps in the future gameplay and unlocks story line. It adds to the experience as it also helps the player's avatar to build the reputation in the game.
Punishing player for exploring - Illogical death

Developers have various methods for keeping players in the game area. Some popular methods are invisible walls or maybe a cliff that kills your character. Usually the developer tries to make the actions make sense. Like drowning when entering a lake and not being able to climb up a cliff. But sometimes developers forget about this, and just punishes the player with death if they go the wrong way.

This is bad because it breaks the player's immersion in the game and pulls the player out. It feels unfair if it is not shown properly what just happened.

## Examples

**ArcaniA**

ArcaniA starts of with a long cliff on the left side of the character. This area is closed of with a invisible wall to stop character from jumping down. As you progress further the height of the cliff becomes smaller, and at some point it looks like you can walk down. Instead of meeting the invisible wall from earlier, you just die in knee high water.

Right before death.

**Divinity:Original Sin 2**

Although Divinity:original Sin 2 is also a great game. Sometimes it punishes players hardly for just exploring a wrong place. If a level 2 player decides to explore the forest in the beginning of the game, they will encounter level-9 monsters -- and the defeat is inevitable. This sometimes makes player feel frustrated and limit the exploring elements.
Lazy difficulty scaling can lead to a tedious experience for players

Many games have different levels of difficulty, this allows the player to have a level of control over their game play experience in the game. It also allows for a wider player skill level requirement for a game. The execution of difficulty in games is a balancing act that all game designers have to walk. If done correctly, this can make a game compelling and challenging at all levels. But when Designers scale difficulty with simple manipulation of percentages, they often are taking the easier route, skimping on opportunities for depth, which can resulting in a boring and tedious experience.

Example: Halo (Legendary Difficulty Level)

In the original halo series, there was a difficulty level called, Legendary. This was the hardest difficulty level in the game. But the problem with the legendary difficulty isn't that it takes more skill to beat, but that it takes more time and patience. The enemies aren't smarter, cleverer or more challenging. The only different is that they are stronger and you are weaker. Legendary is a game of hiding behind rocks and take pot shoots at the same old enemies that now take twice as long to kill. In my experience, this doesn't make the game fun, but frustrating and boring.
No Enemy Variety causes player to get bored

In action games, enemy variety is one of the most important aspects of keeping the player interested. However, some games just throw the same 3 enemies at you for the entire length of a 8 hour campaign which makes it incredibly monotonous.

*Battleborn*

   Battleborn becomes extremely monotonous because it throws the exact same enemies at you for the entire game. Not only this, but the enemy behaviors are extremely dull. The player will get bored of this design in the first hour or so.

*Tom Clancy's The Division*

The Division is a great example of having a very bland set of enemies and doing a very poor job of iterating upon them and keeping them interesting throughout the game and expansions. The same enemies the player fights at the beginning of the game are fought at the end, with the only differences being that they have much, much higher HP and damage. With a game centered around shooting things, the player's main obstacle throughout The Division thus sadly and simply becomes to spend more time shooting the same things.

*Skyrim*

Skyrim's dungeons unanimously struggle from being based on tombs - and the main / only enemy being the undead Draugr. The player is led to a great many of these dungeons in the main quest, in side quests, and via organic exploring. Dungeons are filled with Draugr, and the player will chew through a fantastic number of them - but because of the simplistic combat system, the extremely consistent visual design, and the sheer number of zombies, all of them inevitably blend into a bland continuum. At best Draugr are distinguished from each other by simple spells and extra bits of iron for more important zombies, but they all feel exactly the same in combat as they blindly rush at the player, throwing all their abilities at them until they or the player die. If Skyrim was interested in relying on the Draugr as a consistent enemy race, the game would have benefited from more robust AI and more differentiation between the different classes of Draugr.

## Demonstrative Examples

### Yaiba: Ninja Gaiden Z

In Yaiba: Ninja Gaiden Z, the player will have fought the entirety of the enemy types the game has to offer by the end of level four. The game only contains seven levels and the player is repeatedly tasked to kill the same zombie enemy types over and over again. The sub-bosses the player encounters consist of large zombie babies, dog-like mechs and helicopters. These fights are thrown at the player every couple of minutes and the only element of variety is the enemy combinations these sub-bosses are latter accompanied with which include the same zombie creatures the player has faced throughout the entirety of the game.
Dynamic interactions with the environment and player avatar.

**Dynamic\_interactions\_with\_the\_environment\_and\_player\_avatar.** is a…

When a player’s avatar is altered by the environment in any way shape or form and the effects exist until specifically acted upon by me, the player, this only creates immersion and a more real experience. I find it realistic when my avatar reacts to the passage of time, like aging. Another examples are clothes on my avatar undergo wear and tear over time. This invokes a sensation of permanence and ownership of the actions and consequences in my play experience.For Example:

In *Metal Gear 5*, whenever Snake got hit by the bullet, he got blood on his armor which would stay there, until he takes bath. Moreover, if he doesn’t take any bath for a long time his uniform will start looking dirtier followed by the flies buzzing on the top of his head implying poor hygiene, leading to the change of behavior of NPCs for the Snake. Similarly, in *Witcher 3*, if Geralt won’t go to the barber shop and don’t take bath for long, he starts smelling, also his beard and hairs started getting longer and messy. I have even noticed the NPC named Yennefer saying to my avatar Gerald that I like your new hairstyle and beard when they meet after a long time in the king’s court. Second instance is Geralt getting dressed by royal chamberlain to prepare him before addressing the king. Chamberlain shows disgust if Geralt didn’t take care of his hygiene. *Witcher3* also make the player choose the proper outfit for the proper occasion.
Inviting players to design levels via an in-game editor offers multiple benefits

With games featuring levels that need to be manually created, adding content in terms of new levels can often be a time consuming or expensive task for game developers. As such, quite a few games provide in-game level editors that allow players to create levels. Not only does this offload level creation from the games’ developers, it offers players more than they have come to expect from a game. Opening the editor and designing levels now becomes another reason to keep visiting the game. Further, most games that offer players a chance to create levels, also add player designed levels to the actual game thereby adding another element of engagement.

## **Examples**

**Halo 5: Forge**

In halo 5, they have an in-game map builder called Halo 5: Forge. This in-game map builder is an extremely powerful tool for developers and halo fan alike. Forge has an amazing amount of depth, allowing the map developers to create and build almost anything they can think of.

**Warcraft 3**

Warcraft 3 has a game editor which allows players to make custom game types/mods for WarCraft 3. The level editor adds depth to the game play allowing and inviting players to be creative and create content for the game. Even games such as League of Legends and DOTA were inspired by Warcraft 3 mod called Defense of the Ancients.

**Advance Wars**

Advance Wars is a turn based military strategy game with multiplayer and a single player campaign. The design map editor in this game allows players to make their own maps to play on. The editor is robust enough to make more difficult maps than the ones offered in single player. These user created maps can be played vs. an AI or with friends in a classic free for all mode or teams. This adds hours of replay-ability to the game and is also a great way for players to test their skills.

**Badland**

Badland is a 2D physics side-scroller that launched on iOS and Android in 2013 and won multiple awards. The game involves the players helping the in-game character navigate through a beautiful level filled with intricate and treacherous contraptions. In a later update, the developers added a level editor with a large inventory of items that allowed players to design complete levels and test them within the game itself.

**King of Thieves**

King of Thieves is 2D side-scroller game that us launched for Android and iOS platforms by ZeptoLabs. The game mechanics is to create a defense around our base in order to protect your gems. Thus the game allows creation of own levels and challenge other players of the game to break it. This game perfectly incorporates creation of levels and game mechanics to influence gameplay.

source: https://play.google.com/store/apps/details?id=com.zeptolab.thieves.google&hl=en
Repetitive and Tedious Quest Design

Action Rpg games might run into tedious and repetitive quest design due to its scope. There are many MMOs and ARPGs that has this problem where the player needs to do similar things/quest again and again which was waste of time and effort.

Example1: Sacred3

The game environment design is solid, however, it is the level design and quest design that destroyed the game. Every quest, you need to kill a mini boss or find a thing. Hours and hours of gameplay, nothing major or new will be introduced to the player. The game just keeps throwing same objective and boss fight to players.

**Example: Fallout 4**

 It seems as though most of the side quests are very similar in nature. This gets repetitive and tedious, especially when spread over the course of 100 hours. Some quests in Fallout are excellent and unique, but there is a lot of repetition, which just adds to game bloat.
Level Editors Add Gameplay Depth for 'Explorer' Player Types

Adding a level editor to a game can diversify the player base. Richard Bartle enumerates 4 distinct player types, and appealing to a variety of these player types can increase this player base. The types include Socializers, Killers, Achievers, and Explorers. If your game targets Socializers(eg: fable, sim city, Killers(eg: halo, overwatch), or Achievers (eg: puzzle games), and you want to appeal to a broader base to include Explorer types (eg: Minecraft), include a level editor in your game.

## Examples

### **Far Cry Instincts**

Far Cry Instincts appeals to killer player types as a competitive fps. Playing this game growing up, I always enjoyed the thrill of this competition. My brother, on the other hand, found much more appeal in the level editor of the game. He represents an explorer player type, and without this aspect of the game, the two of us would not have played it together as much as we did.

### **Counter Agents**

Counter Agents, a game made by Indie developers James Montgomery and Jeff Jackman from the Engineering Arts and Entertainment Game Design Masters Cohort 6, targets socializer and achiever player types, and broadens its player base by including a level editor. The game pits players against each other in 2-4 player coop where players must secretly grab a red briefcase and get to an exit before being caught by guards, which appeals to the socializer player type who enjoys the player-player interaction. The game also features a 1-player mode for the achiever player type and a series of levels they must complete as mini puzzles. The game also includes a level editor for those interested in deeper gameplay and more novel exploration of the world, broadening the variety of appealing components.

Free download: http://store.steampowered.com/app/549090/

### Doom (2016)

The most recent Doom game features an extensive level editor called SnapMap. Players can create their own levels and gameplay types by using the different tools in the game. Players can place different assets to create the level and then they can change gameplay like enemy AI and player speed. Players can also add particle effects and a bunch of other gameplay items to create their own game inside of Doom.
Taunt animations and emotes add some fun to the game and some players love it.

Taunts and emotes (the animated ones) in mmos are an incredible tool for social interaction. Typing a greeting text in the chat box in an mmo wont grab so much attention but simply dancing in a corner in social space or waving at people will get you attention from everyone. Animated emotes are such a great tool to greet people and entertain. So many people (including me) have made friends using funny animated emotes and taunts while playing mmos (for me: destiny). I think adding emotes to the games keeps it fresh and also is a good tool to communicate with players in a different way. So according to me its small yet an amazing design idea which creates some fun in the game.

Continent of the Ninth or C9 is an mmo and has a really good chat system. There are so many emotes you can perform just buy entering their respective command line in the chat box. There are some emotes for greeting people, some for taunting people and some which will surely make you laugh.

Here an example of people having fun in the social space over a Lazy Hunter emote in C9.

(Source: youtube )

**World of Warcraft**

Emotes gave the players in interesting way to communicate with each other while waiting for others to show up for a raid. Players would often use them while waiting at major cities or even wen following other players. The "/train" emote would have the player mimic a train and could be done while auto following another player and was great to watch.

**Final Fantasy XIV**

Another MMO, Final Fantasy XIV has a long list of animation emotes the player can trigger through chat commands. These are often used in RP situations, but also have a distinct function in game that's different than WoW. Narrative designers use these emotes as 'stock animations', allowing them to extensively use player characters in cutscenes.
Players may lose things that they spent a lot of time to create when they are off line.

In nowadays games , especially in the sandbox games, players can usually create things they like with the resources in the game. Sometimes they spend a lot of time on the creation because the resource is difficult to get or the stuff they want to create is kind of complex, such as a splendid building or an advanced weapon. So if they may lose these things when they are off line, that must be a very negative experience because they have not done anything wrong but the effort of creating these things is wasted.

## Example:

1. ARK: Survival Evolved

When players are playing ARK, their most common choice is to play on the official server because they can meet more people on the server and the game is interesting when playing with multiple players. There are two types of official servers -- PVE server and PVP server. The official server will never stop running so every player on the server can make change on the server every time. So in PVP server, player can attack others' home even if they are not in game. And the attackers can easily destroy everything other players created because there is no defence. And the player will be very upset when he logs into the game again and sees he's already lost everything.
Leverage Nostalgia To Connect With An Audience

Many games take aesthetic inspiration from pop cultural trends from decades past. This can be useful for designers to quickly find and connect with an audience, and can also be useful as a shorthand for the tone and general feel that players will experience in your game.

Example:

*Broforce*

By very carefully borrowing from popular action film IP, *Broforce* sets a specific tone while also leveraging the love of action genre films. Basically, this is a way of saying "if you like X, you'll also love Y."

*DOOM*

In the newest *DOOM*, developers included a couple parts of the campaign where hidden secrets reveal remade levels of the original *Doom*. This acts as a throwback to the source material of the game and establishes a \*wink \*wink connection with *Doom's* veteran audience. This audience then, in a similar way to how people feel towards other people, establishes a more emotional connection with the developer due to both parties having a shared experience.
Interactive turn-based battles make for an engaging experience

Turn-based battles can be a big part of role-playing games and can usually be the main form of combat that the game uses. In most turn-based battles players select an action from a menu list and their character performs that action in the battle. This all good but it can become a bit boring as players are just choosing actions and then watching their characters perform them. Some RPG's have interactive turn-based battle systems where players perform different button inputs when their characters perform different actions in the battles. This can create unique and interesting battles that engage the player much more as they have to actually input things for the battles.

## Examples

### South Park: The Stick of Truth

When players are in battle in South Park, they must press the correct buttons to perform more powerful attacks. For example when the main character does a normal melee attack, the player must press the correct button at the correct time for the attack to do much more damage. Another example is when players must block other enemies attacks. When enemies attack, players must press a button at exactly the correct time to block the enemies attack and not take as much damage.
The main character's hands are so badly designed and creepy looking it makes you lose all "likeness" towards a character.

Design is so important to game design as well as visual look and feel. When a design of characters is sub-par but the game is fun I am forgiving of the visuals. But when the game is okay and the design of the main characters are distasteful I am less forgiving. The design of the character ruined the game and distracted me from enjoying the game more fully. This was especially true with the design of the hands. I haven't come across a game where the design of the characters hands makes me ill but today I found that game in Coral Isle on Facebook. Ever since they displayed the character at the beginning of the game I noticed those creepy hands everywhere I explored in the game. In Coral Isle the game is focused on harvesting resources and collecting them and then building structures, farms and other things and show it off on facebook. Character design is very important especially when I have to look at this creature for the entire game. The first thing everyone notices especially with character design is first the face but then the hands. Any untrained artist can look at a design or composition of a human or a human likeness and notice that something is off. Well what was wrong with this design where the hands in game. The cover art is extremely painted over comparatively to the in game model.
Random Map Generation Creates Unique Playthroughs

## The Snack:

Many games can get a huge boost to replayability by altering, rearranging, or completely regenerating the map each time a new game is loaded. One of the reasons players might become bored with a game could be they are too familiar with it: they know exactly where they need to go and what they need to do. There's no more variety, no more mystery. Introducing a new level layout or map on each playthrough can be a great solution to this problem.

## Example 1:

In Age of Empires, there is a good random map generator which can create an unique map for players. The players also can decide what kind of map they want to create such as black forest or desert.

## Example 2:

   In Sid Meir's *Civilization* franchise, the world the player must conquer is randomly generated on each playthrough. Not only does this intrigue the player, but it actually effects the way they will play each game. As they explore the map, they may discover enemies sooner or later, or find they are isolated on their own island. The excitement of exploring a new world each time they play can keep players coming back time and again.

## Example 3:

*Faster than light* regenerate random game world every single time players start a new game, which makes it impossible for players to know what invent awaits them in the next sector. Players can pick the best approach to their goal, and always have to be prepared before they go forward. In this way, player would have a different game play experience every time they play the game.

## Example 4:

In survival Minecraft, the biome you start in and the biomes that are directly adjacent to where you start is so crucial to how you play the game and what resources you value and stockpile.Due to how large an effect it has on gameplay many players will start multiple games, each starting in a different biome to see how they must change there survival strategy to each randomly generated environment. This is clearly showing an increase in replayability by using procedurally generated environments and maps.

## Example 5:

Binding of Issac is infamous for its utilization of random elements. The maps are randomly generated from a pool of hundreds of different rooms and even provides the player random items. The playthroughs always feel unique and the interactions between the random items can make for some rather interesting results!
Losing Players with Time Passing

Time is always a killer literally for every game to gradually lose players. Without doubt, every game would finally comes to the end where there are no more people playing the game. In order to keep as many players as possible while time is passing, game developers are supposed to think of tons of ideas basically for replay-ability. As time goes on, all kinds of games (no matter how good the games are) would lose players fast when players get bored. Even though you are a royal blizzard fan, you would get bored on only playing WoW. Blizzard kind of adjust that well because there is a Overwatch that probably would catch back some previous royal players to play WoW again.

Pokemon Go:

This game got a ton of players when it was released due to it new AR technology that people have never seen before. However, novelty doesn't necessarily mean it would never make players get bored. The reasons why Pokemon Go is losing players so fast are mostly because of its repetitiveness. Basically, Pokemon Go is only doing one thing that is catch the Pokemon. As novelty wears off, players would not think it is interesting any more, let alone there is only one mechanic to play with.
More controls - Leads game less enjoyable

Some games on the market are too realistic to complicate, especially some of the simulation games. When there are too many controls in a game, it will affect playing experience. More learning time means less playing time. player would get bored for spend too much time on learning how to play the game rather than play to learn. It will also make game more complicate and less enjoyable for players.

## Examples

### **Digital Combat Simulator World**

Digital Combat Simulator is a flight simulation video game. The game is so realistic, so there are too many buttons that the player needs to check before take off. It will take more than 30 minutes to do that. I didn't get any enjoyments for doing that.

### **Microsoft Flight Simulator**

Microsoft Flight Simulator is another simulation game that has all kinds of airplanes. Each type of airplane has their own controls that are exactly same as the real ones. It has been used to train pilots. As a game, it is way too complicated to control.

### **Dead or Alive 5**

Dead or alive, like most fighting games has complex key controls, but each set of key controls needs to be mastered a new for every character in the game. just because you can play one character well, does not mean you can even do basic attacks with another.
Statistical Upgrades Feel Trite in Games Not Built Around Them

Upgrade systems are a common way to offer a player an unfolding, shifting play experience. But often upgrades become conflated with the level-up system from roleplaying games - and in genres that do not require that system. If a player is presented with a skill tree that relies on simply raising numbers associated with their avatar, they may find that to be tedious if it doesn't make sense in the context of the game. This occurs often in first-person shooters that try to integrate leveling up - a game that relies on immediate player action conflicts with a system that abstracts those actions.

## Examples

**BORDERLANDS 2:**

In Borderlands 2, the player's character levels up over time. Every level the player receives a skill point that they can spend in the skill tree. Some skills change the field of play in interesting ways - a player might add an AOE shield to their turret, or add a dash to their melee attack. But the majority are simple number buffs - faster health regen, better shield strength, or more ammo and faster reloading speed.

Furthermore, before reaching one of the interesting action-based upgrades, the player must pour five or ten points into these tedious number-buffs to qualify. It fills the valuable upgrades that offer a player new strategies or opportunities with boring, hardly-noticeable fluff, and as a result the whole system suffers.
Own up to your mistakes

## The Snack

Sometimes you as the game designer make a big mistake.  Or a lot of big mistakes.  It's important to be able to own that and make things right for the fans of your game.  With the existence of patches and downloadable content it has never been easier to alter your game to give the player a more worthwhile experiance.  In some ways, this is simply being able to listen to player feedback and respond objectively.

I think the best way to demonstrate this by example.  I can think of a number of times in recent history where a major game maker had to edit their game after the fact to make things right with their players.  The best example I know of is the reboot of Final Fantasy XIV: A Relm Reborn.  The initial launch of the game was a complete disaster.  Square Enix completely overhauled the entire game and relaunched.  They were rewarded.  Players who had tried the game were willing to give it another chance.  Things went so well that the developers created an aniversery event where they thank the players for believing in them and the game.  They created a special room with themselves as NPC that players get to go into once a year.
Story...you need a great story, period

Story...you need a great story, period

Nothing makes playing a game better than a captivating, great story. Some games focus more on the competitive aspect of the game, and that is fine, but when a game wants to tell a story, the better that story is the better the game is. Seems so obvious, and yet so many developers struggle to deliver a plot that makes their game fun and interesting. Simply paying more attention to the plot for the game, and using traditional storytelling techniques can elevate a game to another level. The best games will have its players completely submersed in the character and the plot surrounding her.

Star wars Knights of the old republic is a game where the mechanics and puzzles take a back seat to a great story. It has love, and action, and even a great twist. Worth playing just for the story.

**Assassin's Creed II**

Assassin's Creed II is a 2009 action-adventure video game developed by Ubisoft Montreal and published by Ubisoft. This is a good example how a plot can help to enhance game play. Assassins Creed II holds your attention with its core narrative ploy. Alongside, Player plays in a computer simulation that is based on historical memories of the character adds extra layer to game story. Game story provides a significant historical information on each aspects of game. This created unique experience for player. This led to huge success of Ubisoft's Assassin's Creed II.

(image src: http://assassinscreed.wikia.com/wiki/Assassin's\_Creed\_II)

### Bioshock Series:

Bioshock games are another example of games with amazing story and gameplay. Lets consider the latest one that is BioShock Infinite which revolves around Booker DeWitt who is a private investigator. The best part of this game's story is how it unfolds step by step in-front of you. You start with all these questions in your mind about the people around you and the answers unfold as you go along. And there are so many twists in this story that are not even close to being predictable. This is what makes BioShock games is one of the series with best storytelling elements.

   Tsukihime:

Tsukihime has amazing story.
Too many occupations

Some games tend to create many occupations for player to choose. It sounds plausible as it offers more game choices and more game freedom. But it also make players confused about which one to choose. It is one thing to give player clear and useful choices as they develope their character yet it is another thing to give them many meaningless choices and make them feel unsure about which one to choose. Also despite of many occupations, there are only certain number of skills that are true useful in combat or gameplay and it is harder to make these skills arranged in different occupations to make the game balanced if the game has too many of them. The worst scenario is that the player picks some weak occupation and missed all the important skills. The player then basically needs to rebuild a new character, wasting all the time he or she previously invested.

## Examples

Tree of Savior is a 2.5D based MMORPG. Its biggest feature is that in the game there are many classes for player to choose. For example, if player wants to use magic, then he can choose Wizzard, Mage and then proceed to Linker, Psychokino, Elementalist, Sorcerer and many other classes that cast damage spells. Among these occupations, however, are only a few truly useful and powerful occupations that are welcomed in Raids or PvP. These many occupations make player feel excited first, but then players get confused about which one to choose. Should they choose wrong and spend much time develop their character, they will find themselvs hard to join a Raid and play PvP. Superfluous class degisn in this game make it seemingly good, but bad inside.

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**ArcheAge**:

Arche

Age is a MMORPG and there are totally 120 classes in it. At the first glimpse, it seems to be exciting because players have so many choices that the game must be in great diversity. However, when players are actually playing the game, they will find most of the classes they spent a lot of time to choose carefully are not welcomed in Raids or PVP because it's really hard to balance among so many classes. As a result, there is only a few occupations used by most of the players and the players that insist on other classes are hard to find a group. This is really frustrating because players actually do not have so much choices but they wasted a lot of time.
Time - Filler Quests - Waste the Player and Developer's Time

How many hours / minutes of play you can squeeze from a game has become an important detail when selling games, especially in larger titles. However, this can lead to some serious quantity over quality scenarios where creators are cramming needless quest lines and plot points into places where they aren’t needed (and don’t belong) just so the words “150 hours of gameplay” can be associated with the title. While this may be an "easier said that done" scenario for larger titles, smaller titles can benefit from gleaning off the excess "stuff" that can distract the player from the core narrative or intended experience. This gives more time for creators to focus on enhancing the game's quality and allows the player to enjoy the important aspects of the game.

Take *Assassin's Creed Syndicate*, for example. While many of the quests on this map add something to the gameplay experience, there are many more that are merely filler in order to bolster the play time. Overall, though, these quests end up only adding more chaos to the map and will likely only be finished by completionists.

Example 2

Fran Bow is a single-player puzzle game where player controls a little named Fran Bow to find out the truth behind her parent's murder case. This game starts with a fast-paced puzzle line where Fran Bow constantly gathers information and items to solve puzzles. However, when it comes to the third chapter, Fran Bow is required to visit the wizard back and force multiple times to just turn in items in order to unlock more. It makes the player wonder why items have to be turned in one by one in order to unlock the next clue when all of them could have been put as a bigger quest. This can also slow down the whole gameplay.
Playing with Multiple Characters at Once Simulates Multi-player Experience

In a lot of single-player games (or games in single-player mode), the player plays with a single character. However, some games have players play a "gang" of characters even in single-player mode. This would create a simulated cooperative mechanism for the player even when he/she is playing alone. Coordinating among the characters also adds another level of interaction with the game.

## Example:

**Botanicula**

Botanicula is a point-and-click adventure game where the player plays a gang of characters and use all of them to solve puzzles in the game. Each character has some unique abilities, for example, the "tree branch" character can stretch itself and fetch stuff or send other character across some creeks. Coordinating among the characters is actually part of the puzzle.

**Nintendo Land - Animal Crossing Sweet Day**

Animal Crossing Sweet Day is a game mode from Nintendo Land where a player is controlling two characters at once while trying to catch the other players. Each character is controlled with the left and right sticks allowing the chaser to split up the characters and trap the players running away. This gets complex fast as the "it" player might end up having to look all over the screen very quickly in order to keep up with the characters they are controlling.