This is an interesting discussion. I can see that you need to have a
balance between popularity and individual preference as both Cara and
Dark indicate, and that the game needs to be simple to play, but have
depth and complexity to make it a good game.
But there another component that I have been looking for and admittedly
have not found, and that is an engaging game mechanism. The way in which
you play the game has to suck you in and keep you coming back for more.
It can't be too simple nor too frustrating. The really fun games
increase in difficulty slowly as you progress through the game until you
are scrambling to complete a level and are really invested in doing so.
Part of the lack of different kinds of games is that it is difficult to
find a new mechanism, so many developers fall back on the ones that have
worked in the past - thus the sequel games of any game that made a name
for itself.
Another problem with the story type games is that there is not a good
tool for building your interactive story that leads you to different
scenes depending on the choices you make. It is hard to do the
connections and dependencies by hand in an intricate story with lots of
alternatives at each decision point.
Oh well, that's why we are interested in doing this - it is a challenge.
Eleanor Robinson
7-128 Software
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