Good game design

What are some opinions you hold about universal characteristics of "good" game design, or things that turn otherwise enjoyable games into enjoyable ones.
Mine:

>games where you can fall from heights and not take damage are not good.

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2D platformers or isometric strateg games are exempt from this, but I think for 1st and 3rd person action games, it holds true.

>that turn otherwise enjoyable games into enjoyable ones

I think we both know what he meant, useless to nitpick like that

>Game has fkn huge aniem tiddies

*unenjoyable

why though

anime titties? Thats a good thing, no?

Because when you can run around and not take fall damage, you just hold the walk forward button and nothing bad can ever happen. Its boring.

do you play games without enemies?

Gravity should be one of the enemies

Only if you can fight gravity and win, so you stop taking fall damage

What if you can't take fall damage, but can fall into a pit and die

>assassinations (sneak up behind and press a button)
>slow movement (not a fan of doom gameplay, I prefer something like MGR)
>slow motion
>technology
>shit like hades (even if you go through the same area some shit is always different)
etc

Have you played Shadow of War? motherfucker falls 200 feet off a castle wall and lives.

>inb4 magic elf powers

Games like this should have fall damage. Same goes for Assassins Creed, the Batman Games and God of War.

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>Assassins Creed
they do have fall damage
>Batman
guy has a x million dollar suit with high tech
>god of war
he's a fucking god

2D platformers are exempt from my rule. But 3D games, if you can fall from a significant height and not get hurt, thats bad.

What about Portal?
Okay, my take:
> When you have choice to make the game in first person or third person, only first person perspective is acceptable.

>lore is a substitute for game design

I dont care what BS reason there is for not taking fall damage. Correct me if im wrong but nu-doom does have fall damage, no?

Portal should have fall damage.

Gravity is your greatest fucking ally though

no

Why.
I mean I understand if you want to make stuff feel tense, but then you're just resetting progress after they fall and then theres little tension (unless you reset a lot of progress).

It'll limit puzzles.

well it should

Does Deus Ex: Human Revolution become a bad game if you get the upgrade that lets you fall from any height without taking damage?

>Portal should have fall damage.
>game devs realise this would fuck with the game dramatically
>tested fall damage and it just made people feel uneasy all the time
>simple solution so players could focus on puzzles instead of perfect maneuverability

>No bro, needs fall damage


WHY

It makes everything in the game feel so inconsequential when you fall off a skyscraper and live.

I believe there is a strong correlation between games Yas Forums generally likes and games that have fall damage. Think about it.

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I feel it depends on the context of the player. If you're just an average joe, normal human being then fall damage should apply. If you're literally super-human or have special armour/augments then I don't think falling damage is such a big deal.

also classic doom doesn't have fall damage and it would hinder the gameplay if it did.

Fall damage can change how levels are designed, too. The playable space is greatly limited with fall damage, verticality is usually reduced to some degree.

also if the player has fun or unique movement abilities (double jump, grapple etc) fall damage can limit their use, which in turn can make 'em less fun.

I havent played it, but, yes. I imagine it becomes really boring after that.

Most games I play actually have very limited fall damage, and in most cases fall damage is just something that punishes having fun.

doubly all those games have a shit load of ways to simply mitigate the fall damage.

do you actually think devil may cry 3 is not a good game because you take fall damage

If you have a jetpack or a grapple hook, thats not falling.

I agree, level design is impacted by how punishing fall damage is. What im saying is that games designed around no fall damage are less fun, regardless of the lore behind it.

this take is so dumb that I have to imagine it's not bait because nobody would even fall for it due to how nonsensical it is

do you really fall of a cliff and think "oh boy this has greatly improved my enjoyment of the game"?

fall damage: good
no fall damage: bad

be honest with me for 1 post and tell me if you're being serious or shitposting/baiting. I need to know to keep my sanity

I think
> Oh shit I fell off that cliff and died, guess I should be more careful next time

when you fall of the cliff, and keep going like nothing happened, its like, what am I even playing? Its like the game is broken.

Well

It doesn't

What if there are invisible walls that prevent you from falling off cliffs that would kill you? In terms of level design, it's the same thing.

What if you played through a game and never fell off a cliff. Would you say the game is good or bad without knowing if it had fall damage?

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you again? what fucking recent game was it that you memed up fall damage mods?

or its the same as if the cliff isnt in the game at all. Having an invisible wall is still better than letting you jump off the cliff and live/not take damage.

>In terms of level design, it's the same thing.
It's absolutely not, and that kind of approach to "gamedesign" actively harms games.

deep

but I guess it would be good because you had to be cautious to not ever fall. You probably just assumed you couldnt fall off things.

Is real life the best video game?

It's saying "you can't go there". If the lore doesn't matter, it's an impassable barrier either way as far as the level design is concerned.

You can't be pushed off them by accident. I guess, by the same logic trapped corridors should be also sealed with invisible wall.

how does portal, a puzzle game, benefit from fall damage?
>muh realism

There are no universally good game design elements because each game needs it's own personal set of rules to function. Ammo management in Resident evil is core to the gameplay and part of the fun, Ammo management in doom is tedious. But then Doom 1-2 has minor ammo management going on, where as Doom eternal has major ammo management going on so even within it's own rule set the same series uses the same concept differently and one suffers for it.

The only possible universal I could think of is that every single player game should have a pause option. Even if it's like Terraria and you have to manually turn it on. I appreciate what Zombi U did with menuing on the tablet but some times you're sick and there's no good reason why you shouldn't be able to pause the game while you puke and then resume it after. Shit happens, no need to gate keep basic gameplay to people who aren't well.

I wouldn't consider it a gameplay mechanic but subtitles should 100% of the time be there. No exceptions.

Rules like this always make games worse. It should be possible to make any mechanic work provided you aren't a game developer who for some reason is trying to make a mechanic that literally won't work for anything. Fall damage is minimal for immersion when you don't have a large play area where height is being taken advantage of. Most of it is only realistic in the sense that the player couldn't do anything that crazy. However, it's never balanced around supernaturally strong heroes who can kill a rock golem with a sword.

but what if it did have fall damage and you could just fall off things, would it then be a bad game

Pause is a pretty good point. I've been playing Outward lately, which is a survival rpg with no pause function. It sucks when my character is suffering from extreme cold and ends up getting sick just because I want to respond to steam messages, or go take a piss

I thought it was revolutionary when dark souls did it. Like you had to actually stop and think about your location when rifling through your bags. Made things feel extremely immersive.

but then every single online game started doing it, even when you're by yourself. And it fucking SUCKS.

dark souls does prove that even pause isn't a universally objective rule. it feels great that inventory is realtime, and that taking a break means sitting at a bonfire, which is very appropriate

When there is a branching path, the optional path cleverly connects back to the spot the branching occurs without backtracking.

I feel like back tracking is underrated.
It can be done really well especially if enemies come back in and corpses and debris sticks around.

>nobody would even fall for it.
>even fall for it.
>fall for it
>fall
Fall damage.

this was a good thread. If autistic in premise.

>Playing Dark souls
>Get to O&S
>Beat one
>Others 3 hits from dead and you haven't taken a single hit
>Suddenly you have to shit, zero time to wait
>Have to drop controller and run
>Will lose fight because of it and is in no way your fault
Objectively the player shouldn't be punished in this scenario. Player did nothing wrong and a non-game element causes him to lose all progress and restart. You can change it so something like a knock at the door or your child starting to cry in the other room and it's still a solid argument.

Bon fires are a bad system but that's a whole different debate. There's much better ways to do what they do. Ashen does it much better using a very similar system but I'd say both systems ultimately suck. They're awkward check points.

>Suddenly you have to shit, zero time to wait
I think you have a lot more important problems than dying in dark souls