42 Things Games Designers Should Consider When Developing Their Game.
Kids often ask me, other than how I came to be so awesome, “Osprey, what makes a good game?”. I could shut each one up I come across with a pimp slap and a “Never question my power” sort of line. But then I thought, where would that get me? So, I decided against giving my criminal record something to regret about and went down the more constructive route, I came up with a list. Not just any list, a list to end all lists and in a multiple of 7 fashion, I generated a list of all the things a game needs to be great.
And here it is…
1. Diversity
Diversity is key in a game, why? Because it keeps things interesting and unexpected. If everything was the same, the player will know roughly what’s going to happen next or what to expect in future outcomes and subsequently become bored. Being bored is the opposite intention of a game’s purpose. So when it comes to diversity, games should demonstrate varying elements in environments, gameplay, options, objects and choices the player can make. Diversity keeps things fresh.
2. Identity
A games goal should be to stand out from the crowd, to make a statement, to be different. If a game does pretty much what another game has done before it, but doesn’t add its own spin on things, again, the player is going to be bored; there’s nothing new. Game developers should never blatantly copy-cat, but should feel free to be influenced and improve others ideas with their own. Let gamers enjoy the game for what it is, not what it’s trying to be. After all, we stand on the shoulders of giants.
3. Innovation Is Not Always a Necessity
Sometimes games strive to innovate but end up making a mess of things a a result. It’s the flavor of the dish that counts, and any overdose on additives is going to ruin it. Game developers shouldn’t feel the need to reinvent the wheel, but they can give it NO2.
4. Likable/Relatable/Memorable Characters
Games should give the player someone to admire so that they can bond easier with what’s going on in the game. A character that only frustrates the player is only going to result in a broken controller found either sticking out of the television or snapped in half, thus ruining the games impression on the player as a whole.
5. Make The Player Care
If a player doesn’t care, they’re not going to care about what happens next and if that happens, you’ve lost them for the rest of the game. If they do continue the game, it will be for the sake of completion, not enjoyment or because they care about what’s going to happen next. This kind of impression doesn’t take too kindly to players and they’ll definitely make note of it, not just to themselves, but to others as well.
6. Engaging Story
Grab the player by the balls, from finish to start. When you’re thrown into the action and the awe inspiring unknown, it’s a lasting feeling people never forget.
7. Immersive Atmosphere and Backstory
Games should transport the player to another world filled with rich history for them to learn throughout their play-through. This helps influence the decisions of the characters involved and determine the outcomes of events that are played out. It also gives a game convincing properties so they’ll want to revisit time and time again.

Gears of War 2 is a good demonstration in variable environments and sequences
8. Intuitive Controls
Controls must always feel natural and must never conflict with other controls. When a gamer picks up a controller they should be comfortable, relaxed and should pick up the controls almost as if it’s second nature to them.
9. Beautiful Graphics
Give the player something to gape at and bathe in. Also, good graphics are also a good selling point to get gamers interested in the game.
10. Leniency/Flexibility/Malleability
Games should let the player choose his/her course within the parameters of what the game allows. Give them options to do what they want to do. This adds freedom, making the player feel less constrained and limited in what they can do. In saying this, games should never suggest actions that make the player wish they could do something that they can’t, otherwise they see the walls of which the game world is held in.
11. Level Design that Subconsciously Leads The Player
Levels shouldn’t force the player to go somewhere, but rather the should player learn where to go themselves. This gives them a sense of satisfaction. By all means, games should give gamers the options and different means to go anywhere within the flow of the level, but should never feel forced.
12. Lasting Impressions
Themes that are learned and realized or impressionable actions made by characters can leave players in a state of amazement or bewilderment. Games should take word of mouth into consideration, when you make an impression on a gamer. They are going to talk about it and the more it’s talked about the more noticed the game becomes; it should be made sure the game is talked about all the right things. In any industry, customer satisfaction should always be important.
13. Be a Player’s Subconscious
Games should never force a player to do anything they don’t want to do, lead them to the outcome the game and the player both want.
14. Never Frustrate
As soon as a player becomes constantly frustrated, the game will fail and the player will not want to continue.

If it weren’t for Call of Duty 4’s deep rewards system, it’s online multiplayer component wouldn’t be as nearly as compelling as it is.
15. Never Bore
A boring game will be shelved in seconds. It goes against everything a game stands for so why should a gamer stand for a boring game?
16. Enjoyment
Make everything enjoyable – EVERYTHING. Games were made for the enjoyment of others, games should never deter from this tradition, or a consequent lynching will apply.
17. Keep It Simple
A game should never confuse the player with anything over-the-top to impress them, let it be natural and the game wont seem like such a try hard and the game will come out better off.
18. Work Everything Together
Every element in the game has to work with each other to produce the result the player wants. Everything hinges on everything else in the game’s system and as soon as one aspect of the whole system buckles, the entire game is going to collapse.
19. Story and Gameplay Go Hand in Hand
A good game will let the gameplay tell the story and the story play the game.
20. Restrictions/Constraints Are Good
If there are none, the game can get out of hand or become too easy. But in that, too many constraints can destroy a game just as easily. A balance must be found, and that is key to successful gameplay.
21. Be Reasonable, Be Fair
A player should never feel cheated, be fair. A gaming world is the only place where outcomes are fair, that’s why we love to visit them! Without doing this will only piss the poor guy off. And we all know what happens when a gamer gets pissed off.

Halo: Combat Evolved inspired a generation of FPS’s on the consoles with its balance on all fronts, including fun.
22. Provide a Challenge
An easy game is a boring game and a quick game. Not just in play-through length, but in attention span as well.
23. Replayability
Give the player reason to come back, not just for multiplayer. Game developers should make the player feel like they’re getting their money’s worth. If a player is going to pay the $60 USD standard for a game they’d better feel like they’ve made a good buy, or you can kiss future profits and customer satisfaction good bye.
24. Personalization
Games should make the player feel at home with the freedom of expression and the option to present themselves in anyway they want. This is more of an online thing.
25. Player Comes First
Never forget about the player or forget about your game. The player must be thought about in all aspects of development when decision making, because if he/she isn’t, it’s likely to show through in the out come of the game. Leaving the player out will leave the disc out of the tray.
26. Reward the Player, Never Punish
In any accomplishment, gamers like to show off. Us gamers are the egotistical type, tough on different levels. Games should make players feel like they’ve achieved something and make them proud of themselves.
27. It’s Called Interactive Entertainment for a Reason
Interaction with the player will entertain and get ideas across. It has always been easiest way to help others learn through example in how to play the game and in learning thematic issues. It’s what makes the narrative of gaming so unique and powerful, because games are able to interact directly with the player.
28. Balance
Balance is the combination of everything coming together and overall creating fair outcomes and options towards gameplay. It’s what makes everything about games enjoyable and challenging, if done right. It’s the means of baking the perfect cake, and the cake of perfect gameplay balancing is delicious and moist.

Fallout’s immersive backstory and environment provide a living breathing and destroyed world to explore.
29. A Game Doesn’t Have To Appeal To Everyone
A good game developer will have sorted out the target market and selected choices to appeal to that one type of gamer. Any attempt to do more than what is asked will cause the entire thing to topple over and fall apart.
30. Easy To Pick Up
Games don’t need a steep learning curve to be complex, because this is where player’s get lost and confused, and therefore don’t have the motivation to carry on. They should never be thrown into the deep end, they should always use the stairs. Games should always give players the stairs to getting started.
31. Coherency
Everything that’s in a game has to make sense and work well and not feel awkward to the player. Otherwise, if anything does not work, it will stick out like a pimple would on Jessica Alba’s face and forever remain a thorn in the balls of the player.
32. The Devil Is In The Detail
Nobody trips over a mountain. All the small things count and must be done to provide…
33. Consistency
The quality of the game must be kept consistent throughout, one fuck-up and that’s it, the player will remember it indefinitely. If a game’s presentation wavers in and out from good and bad throughout the game it demonstrates a lack of care, if that’s so, why should a gamer care about the game?
34. Believability, Not Realism
The worlds you play in games should be plausible in relation to the games setting. The idea is: “if it were real, this could happen.” Games shouldn’t try and make it real as it can as it often gets compared to reality and can take away the fun.
35. Feel Natural, Not Forced
The minute a game tries to make something more awesome than it actually is or tries to be cool or badass, it comes off as a try-hard and the end result is worse than intended. The developer loses a player’s respect, and the developer looks like a twat.

Bioshock’s rich story elements rise it above and beyond most entires this current generation.
36. Don’t Take the Controller Away From the Gamer
The minute the control of the player is taken away from them, makes them feel disadvantaged and consequently makes the game unfair. In saying this…
37. Where There’s an Action, There’s a Reaction
To every action there is a reaction. If you are a physicist, you’d understand that. Game developers should understand that too, and the creation of good gameplay is reflection of their understanding. So if anything is to be done unto the player, the player must have the ability to fight back. It’s science.
38. Length is Important
Games should give the player as much time in the world he/she is in with as many new things as possible to keep it interesting throughout. If a player feels the game has ended before they’ve gotten started, that’s when they feel ripped off, which leads to pissed off gamer, which leads to… you know the drill.
39. Repetitiveness Kills a Title
When a player feels like they’ve been doing the same thing over and over again, that’s when the player becomes bored, and that’s when the disc comes out of the tray and never gets put back in. Monotony is the cheap cover up for lack of creativity, and everyone will see through it.
40. No Backtracking
Revisiting the same area over and over again in the same light as previously adventured, mounts up on the monotony factor, the boring factor, the lack of diversity factor, the frustrating factor and any other factor a game shouldn’t be associated with. Backtracking should only ever be optional, brief or lead the means of a players intent to a conclusion.
41. A Seamless UI
A scrappy user interface is a useless user interface. The menus are there to help the player get to where he/she wants to go and make obscure things noticeable. A game should make everything it has available to the player known through the menus.
42. Presentation is the First Step to Getting Into the Game
Keep it clean, a game shouldn’t mess around and put more in than it needs to. Everything from the art-style of the game to the box art, the menus and the UI has to be kept clean. To show dedication to the title and leave a lasting impression of the game before and after start up, the time at which a player picks up the case in a store is where the most important impression the game must fulfill. For it is in the game store where game interaction starts. In the book world you can’t judge a book by its cover. Games? They’re different and a lot more expensive than a book, both to the player and the publisher.
Overall, this list compiles everything I believe a game needs to excell past expectations. If I were to make a game I’d be doing a checklist from this.
Anything I may have missed or shouldn’t be in there dear readers of mine? No? Gooood…