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What Makes a Good Game

Posted on 1 September 1998

The following text was written by Alan Wong :

This has eluded many of us for a long time. What makes a good game? I started to think how we can all come together to create the elusive good game when I was responding to an Article here at ticalc.org. From writing my response, it hit me. Why not write a whole article devoted to the good game, and so I also thought of ways to quickly make good games, which introduced me to the engine, which we do not have as of yet. Sure we have side scrollers, but their coding is different, since they are not made in the same way. Then I thought, what do we need to make these engines, and here comes talent, time, and ideas. And then finally, I thought once more what we need, and I could not believe I missed this in my initial thought, but it is the most important part, fun. Making an equation, I came up with this:

Calculators + Engines + Talent + Time + Ideas + FUN = Good Games

To an extent, this is important. I did not include sound and graphics since the TI calcs are not very good in those areas, and they are not as important as the other parts of the equation. There are some good graphics out there, but in making an actual game, the graphics should be toned down a bit for playability (1 fps for a game is not that good), and sound is basically out of the question (I would look kinda stupid wearing headphones attached to my calc, non?). I also have ideas about these two, but first, lets look at my initial spark of light on the subject, caused by the comment. In the following paragraphs in italics, is my comment to Why Big Assembly Coding Projects Are Possible by Gerard Imbert. Read if you haven't read it, since I will base my later ideas on this.

Well, if I knew 86 assembly like the back of my hand (which I don't by the way) I would code a big project (and I have a ton that I'd like to do, but I'll get to that later). I believe that the 92 is not the only calc that is not getting a lot of attention. So far, I've seen a lot of games for the 82 (ffx, and lots of new ones in the past several weeks) and the 83. The 85 is now starting to gain some ground (a new rpg). But the 86 is lacking a bit in the big programming part (although Joltima is one big one). But what I am getting to may not be an idea many have come across.

This idea, I believe will give us calc owners with many good games and even let us inexperienced guys have a chance. What I'm talking about is the engine. No, not cars, but game skeletons. If ticalc.org can somehow get a team of super talented programmers (and I know quite a lot of names in that category) to come together and make the basic engines (side scroll, rpg over head, fighting, first person perspectives, myst type, and blah blah blah blah), then all the other people have to do to make a good game is add several elements (art, levels, story/plot, and FUN). This may help extend the amount of games, plus introduce the beginners, instead of dropping them into a pool of code (which I hate... but o'well).

Now that I have pushed forth my idea, maybe someone can pick it up. Now, lets add my idea of games that all the calcs need in their gallery. One, has anyone heard of Castlevania? Wow, good side scroller to pass the time away. Next, let us see a spin off from the Myst type games, those will help speed up the science classes. What about the RPG's? I have one I want to make, but I have no talent whatsoever. This is Pokemon (Pocket Monsters) for gameboy. In this game, we can take advantage to the short distance between people in classes, and the link ports. This game has a person collect an insane number of monsters (near 200), and build their levels one by one. Then the fun comes, battle between calcs for monster superiority. And last but not least, what about a book. What about putting a whole book into the little calculator to read and pass the class time. This is very possible (not with huge books though).

Anyway, this is my opinion (and I hope I spelled everything right.. hehe) and I would hope that everyone takes this seriously, and spawn big projects on all calcs by forming the skeleton for great games. And for inspiration for new games, just check out the gameboy games, since the calcs and the gameboy are almost the same, or you can come to me...

Well, now that you've seen my opinion, I would like to expand greatly (read, greatly, meaning large amounts of text). The title of this was "Calculators + Engines + Talent + Time + Ideas + FUN = Good Games" (I shortened it afterwards), and basically, this equation is right. First, you have your calculators (an obvious ingredient), but what comes after are the more taxing elements, all leading up to the final product (hopefully). But why am I writing this? Well, everyone wants good games, and I'm going to give you my opinion as unbiased as I can. Let's start with the engine.

In the comment in italics, I said that it would help the beginners start and also help many game projects to get started, and that is right. But most importantly, this engine will give us one thing lacking (IMHO) in the calc world now, speed. A good game is few and far between, and by creating flexible engine types, we can role out good games after several weeks to one or two months of work. Note, I said good, since a game can be a technical feat, but still quote unquote "suck". Anyway, this engine should allow lots of games to be completed in short amounts of time, which lets us have more games to take to class and show off to friends (hehe). This since the production of the game will (read very carefully) be based basically on art, level and sprite design, and making it fun, instead of making it work.

The next several things can be put into a clump. Talent, time, and ideas are important, but can be put together. Talent is needed, since a good engine can still churn out bad games. Here's an example. Say we have a mario / sqrxz type engine. One person puts a lot of time to make good sprites and levels, and these levels are challenging (like in sqrxz *cough*praise*cough*). And another person makes a game with this non animated sprite and a flat level with a couple enemies, and one can finish it in a couple seconds. You tell me which is fun (which is talked about later). Next, time is the essence. No one has enough of this. But with the engine out of the way, more time can be spent making the game itself and making it fun, instead of making it work through tedious testing. Finally, ideas are important. Would you rather play a game with its own world and interact in it like a real world (The Legend of Zelda 64: Ocarina of Time, by Nintendo), or a game that is like an interactive movie with slick cg (Final Fantasy 7 and 8, by Square), or would you rather choose a game that was thrown together with no good idea at all, more like a jumble of what a game could have been (too many games to mention, but one is ET on the Atari). Anyway, what I'm getting at is that ideas are important too. Let's try to stop copying, and try to improve games. If you think I'm contradicting myself, I'm not. Even if we use the same engines, we can still improve games in many ways (which I will get to later).

Now for the biggest chunk of the good game factor. I would personally put it at 99% of the good game factor, but some may give it slightly less, but no matter what, this will make or break a game. This is the fun in a game. With out this, why even play the game? Just dump it for more space on your calc, or use it as a door stop or Frisbee. In the most recent issue of Nintendo Power, Volume 111, they interview one of the best in the video game industry. He is Shigeru Miyamoto, and he recently won the Hall of Fame award in a new awards program for the video game industry, The Academy of Interactive Arts and Sciences. In the interview, he explained one way he makes games fun. This is to balance a game with 70% objectives and 30% surprises. Also in the interview, he says he wants to create a miniature world in a game, much like what he is doing with Zelda 64 (coming out November 23 this year by the way), and also that he stresses actual interactive action and immersion (another words, fun) into the game rather than the cg movies, fmv movies, plot, story, etc. since the latter only adds to this action and immersion. He wants us to play a game rather than watch a movie. If all this sounds a little too advanced for our little wimpy calculator compared to the Sony PlayStation, Nintendo64, and the upcoming Sega DreamCast, it might be. But fun is fun, and if we could some how get the fun into a game (and this may come in many forms, who knew dropping blocks was fun?) then we could have the ultimate achievement, the good game.

Now the equate for this is the good game. These can come in many forms, and here is a quick list of games that sold well for consoles - Zelda, Mario, Final Fantasy, Dragon Warrior, Castlevania, and many more. These are classics in many of our minds, but what makes them good? Good question, but there is no answer. The things in the equation are only quick overviews of my opinion, but there are so many other things, such as graphics and sound (maybe not for the calcs). These add to the immersion. As long as you keep in mind what games are for you should have no problem churning out good games. And this you is to all of you (and me), since working together is one way to make good games, since you have many opinions on good games, rather than just one. Any way, the thing about games is to make them fun. We play games to be entertained. This is why fun is so important. If you keep in mind what makes your day, and what makes our days, then you have one part of the many parts of good games. Then lets think of other possibilities, like our natural tendencies (bloody games seem to get more attention - Mortal Kombat). All in all, anyone should be able to make a good game.

If you remember back to the beginning of this article, I mentioned graphics and sound are not as important as the rest of the parts. This is true, graphics and sound only add to the fun. But here is a radical idea (just like the engines idea). Why can't we have several groups of people concentrate on one aspect of the game? I can't program, and I don't expect myself to be good enough to make a good game for a while, but I can do computer art effectively. So why not have some people just make graphics as good as the calc can handle, and the other people make sound effects (if needed). Then we can have archives of sprites and graphics for use with the engines just to speed the process along a bit. I'm not saying that making a Frankenstien game (put pieces together) is the way to go, but with this graphics library and engines library, we can concentrate on the fun of the game, not the technical stuff.

This concludes my huge article on what a good is game is and some ideas on getting to this dream on the calc even with such a somewhat limited backing (face it, not everyone on the planet has one, and not everyone that has one even has a clue how these games are made or even knows they exist). Here now is a list of what I think are possible games that can be made on the calc and still be fun (some mentioned in the above italics):

  • Final Fantasy (give us some ports PLEASE!!)
  • Pocket Monsters (Pokemon - really really good game, huge backing in Japan)
  • Castlevania (no one gets bored of a hack and slash or whip game, just make new levels and bingo, instant new game)
  • First Person Perspective (maybe we can get a multiplayer action going on now, lets make a 4 port connector for 4 people in the same game - hint hint hint hint)
  • Simple Board Games (I'm tired of finding that second player, why not add an AI? Don't make the Space Odyssey one though..)
  • Puzzle Games (sure fire way to get us through classes, but just make new types, not clones of Tetris)
  • And finally, something that might not be even possible, but at least someone can prove me wrong... A type of Mario 64 game.
  • And maybe a slide show movie and etext books on the calc can help a bit.

Anyway, have fun programming and making games, and I really hope you all consider these ideas (since it took me forever to write, but hey, I got stuff to get off my chest). Feel free to respond and add other pieces to the good game puzzle. And finally (real this time), nothing is impossible, it just seems that way until someone achieves the impossible.

  Reply to this item

Re: Article: "What Makes a Good Game"
me

If you want gameboy games, the best thing to do would be to download emulators and roms, and then look at the source. The size of the roms would however, make them hard to port to any calc but the 86, 89, 92, and 92+ though...

Reply to this comment    2 September 1998, 02:49 GMT


Re: Re: Article: "What Makes a Good Game"
Alan Wong

Thats not the point though. This is ticalc.org. Yes i could and i do play gb games on emulators (plus nes, snes, etc...), but i don't have a laptop to play these games in class (and it is quite obvious), and the gameboy itself is quite obvious (neon yellow? common! make a black gb the size and shape of a ti calc). I'd like to play games in class (contrary to some other people's beliefs), and you know, have the new game is the hype and stuff. Plus, why do we want games and make games on this box? Why not?

Alan Wong
Damnation

Reply to this comment    2 September 1998, 03:18 GMT


Re: Re: Re: Article: "What Makes a Good Game"
Chris Weasel Edwards
(Web Page)

I think you misunderstood the point. He wasn't telling us to play the game boy games with the emulator. The emulator can also be used to look at the games' source code. (I've only looked at this feature a little bit). The source code could therefore be manipulated to make a calculator conversion of a GB game.

Reply to this comment    2 September 1998, 15:25 GMT

Re: Re: Re: Re: Article: "What Makes a Good Game"
Steve Horne
(Web Page)

Has anyone attempted to do such a thing yet?
Of course, all the ROM calls must be different for the Gameboy and I wonder how anyone would obtain info on them... Also, does the gameboy have special PPU's or anything?? Just wondering.

I think it would be very cool to port a game directly from the Gameboy. Of course, you'd have to take into consideration the screen (i think gameboy's is something like 224x180) and trying to rem out the sound.

Welp, if any calculator buff knows how to do this I think it would be pretty keen.

Steve

Reply to this comment    3 September 1998, 01:26 GMT


Re: Re: Re: Re: Re: Article: "What Makes a Good Game"
me

Why the heck do you need sound??? In my school, you can get in a lot of trouble for playing games on a calc. And plus, it would look really stupid to have earphones connected to a) your calc, and b) your head at the same time. BTW when I wrote my first comment, I meant to use the emulator to view the source code (although it would be really nice to have a universal emulator for calcs so that [depending on size] you could have multiple gameboy games on your calc). Imagine playing Final Fantasy Legend III in Trig, instead of listening to some boring lecture on what constitutes a triangle...

Reply to this comment    3 September 1998, 03:41 GMT


Re: Re: Re: Re: Re: Re: Article: "What Makes a Good Game"
correcter

I think you misunderstood the persons comment about sound, he said REM out the sound, in programmer speak that means get rid of it, comment it out.

Reply to this comment    4 September 1998, 08:35 GMT


Re: Re: Re: Re: Re: Re: Re: Article: "What Makes a Good Game"
Ihop

No rem is only lame BASIC programmer speak. thats /* */ in C ;)

Reply to this comment    27 September 1998, 11:07 GMT


Re: Re: Re: Re: Article: "What Makes a Good Game"
Kiros Lionheart  Account Info

How about a GameBoy emulator for a TI calc. Now there's an idea. It's also crazy as hell. Would it even be possible?

I'm not speaking from experience here so I probably got this all wrong but:

I'm sure there's a ROM dumper for a GameBoy somewhere. You use that to look at the source for the ROM so you can figure out how to make an emulator. Then, you can just port GameBoy games directly onto your TI once you have the emulator.

Would that work? Has it been suggested before? (yeah...probably)

Reply to this comment    31 December 1999, 16:50 GMT

Re: Article: "What Makes a Good Game"
Justin Yorke

Yes, all of these things are very important (esp. replay, because I have the only link among TI-82 users in my school, so everyone else has to keep their games for as long as I do) You have to be able to play it again and again. Ztetris, Columns, and Diamonds are good examples. Also important is 2 Player mode! It is so great that I can fire up Ztetris on my 82 and play against my friends on their 83s/85s/86s!!! I would like any comments on this idea. Thanx for reading!

Reply to this comment    2 September 1998, 04:18 GMT

New calculater?
Dave

I'm thinking of getting a TI-86... but I don't know if it's worth $120... I have a TI-83 now, but I would like some of the extra features that are on the ti-86... not to mention the extra memory ;)

Reply to this comment    2 September 1998, 06:00 GMT

Re: New calculator?
Jared

Buy a ti-89, if its memory you are looking for, thats your best bet so far, and its got the features of all the others and its very upgradable, its about 150 dollars, but if moey isnt the sole object, buy a ti-89.

Reply to this comment    2 September 1998, 07:01 GMT


Re: Re: New calculator?
Jared

oops, lol "moey" was supposed to be "money".

Reply to this comment    2 September 1998, 07:13 GMT


Re: New calculater?
david

The 86 is an extrememly good calculator. Plenty of memory, a high contast screen, and a multitude of games make this one of the best caclulators that TI make. I know, I have one. (as well as an 83) However, the 89 is a lot faster, has a higher resolution screen and about twice as much memory available to the user. In other words, on hell of gaming platform. Also, it excels in math as well, with 3d grapghing and such. It is a bit tough to use though. If you are upgrading from an 83, I am sure you have gotten familiar with the 83's menues. Well, with the 86, you can forget them. Until you get used to programing, it is very slow and tedious. If I could go back in time, and assuming the 89 existed then, I would have gotten an 89 instead of an 86. Only because of the andvanced features, and the ti-92 like interface. But, hey, your choice. Although, I might as well mention, if you get an 89, chances are you'll never have to buy another calc for anything.

Reply to this comment    8 October 1998, 04:26 GMT

Re: Article: "What Makes a Good Game"
Cameron McCormack

I think you've got a good idea there. I, with a friend of mine, have been trying to make a 3D engine for the last few days or so on the TI-82. I've started it on the PC, and it's reasonable (for a simple line art program anyway). But you have to understand that this engine runs reasonably on my P120 written in Turbo Pascal. For any program to be worthwhile on the calculator it would have to be damned fast. Just the trigonometric calculations which are required to create the illusion of three dimensions take a long time, especially on your average 6 MHz Z80.

Still, I'm pressing forward regardless to see what can happen. If a 3D engine is viable, it would be a great idea to keep it as an engine for everyone to use.

Reply to this comment    2 September 1998, 06:46 GMT


Re: Re: Article: "What Makes a Good Game"
Mathieu Lacage

no offense but...
Have you ever heard of trigo tables ? ?
They do work !!!

Mathieu

Reply to this comment    2 September 1998, 12:29 GMT


Re: Re: Re: Article: "What Makes a Good Game"
Christopher Kalos

Trig tables help. but a floating point operation (flop) is still a flop. Of course, some really tight assembly COULD handle wireframes with backface culling, but that's about it. use sprites for the weapons and so on to save space, and still, BSP's will cause a lot of problems to use in a homemade engine. But go for it, it can help. And limit the trig table a bit. SAve memory, lose a bit of accuracy, and keep speed. It's doable, but tough. I've done it so that I have polyhedra bouncing about on a 286, but that's still beter than a z80.

Reply to this comment    4 September 1998, 05:37 GMT

Re: Article: "What Makes a Good Game"
Cody Zimmerman

I think the key to a good game is Wong's equation plus Replay Value but also I think a game with mixed genres would be excellent. Like 007 in BASIC for the 83. You started out driving then you were at a shooting gallery killing thugs then you were at third person perspective trying to kill 006. It was great (though slow and the graphics sucked) because you did multiple game genres in one game! I have an idea for an assembly game but don't assembly based on what I just said. If anyone is interested in programming this game e-mail me (CZ8486@aol.com) and I'll give you my ideas for the game and an overview on levels and stuff. And you can give me ideas on how to change or improve the game to make it better.

Reply to this comment    2 September 1998, 15:03 GMT


Re: Re: Article: "What Makes a Good Game"
Daniel Sims
(Web Page)

Hey, Im the one who made the 007 game. It was my first game so it was slow, but it was still kinda fun. I have always wanted to make an asm-bond game the same way, with multiple genres. But like so many other people, I know very little asm. There just doesnt seem to be any good tutorials out there that explain games on a VERY begining level. I have made many great Basic games (Basic is not dead yet!) and there are ways around some obsticles, but I would love to be able to make some ASM games. So, anyway with all you ASM programmers out there, someone needs to make a tutorial that shows all the Basic commands and then show how to do them in ASM. And it would be helpful to take a source code to a game and comment on EVERY line in detail. If someone has already done this, email me please. --RaptureDan@aol.com

Reply to this comment    2 September 1998, 23:25 GMT


Re: Re: Re: Article: "What Makes a Good Game"
Cody Zimmerman

I'm not insulting your game. When I played it I hadn't even heard of assembly games so I thought it was awesome. It's just once you play assembly you can't go back to BASIC. I loved the way you started in a racing game genre then a first person shoot-em up genre to a third person shoot-em up genre. That's why I want some assembly programmers for this game idea I have. I agree with your idea of a tutorial that shows you how to do BASC commands in assembly. That would be the easiest and best way to learn assembly.

Reply to this comment    3 September 1998, 17:50 GMT


Assembler programming
=DEATH=

One big point on an assembler program is that it isn't easy to port to an other calculator (From the TI-83 to the TI-92, for example) because it is different for every language. Maby if there would be a language on every calc. That could translate it to assembler (Compile) then you could program in BASIC and port it to every calculator wich supports that language. MABY IF SOMEONE WOULD MAKE SUCH AN LANGUAGE.

Reply to this comment    6 September 1998, 12:05 GMT

Re: Article: "What Makes a Good Game"
Cody Zimmerman

Oops!! I mean:
I think the key to a good game is Wong's equation plus Replay Value but also I think a game with mixed genres would be excellent. Like 007 in BASIC for the 83. You started out driving then you were at a shooting gallery killing thugs then you were at third person perspective trying to kill 006. It was great (though slow and the graphics sucked) because you did multiple game genres in one game! I have an idea for an assembly game (but I don't know assembly) based on what I just said. If anyone is interested in programming this game e-mail me (CZ8486@aol.com) and I'll give you my ideas for the game and an overview on levels and stuff. And you can give me ideas on how to change or improve the game to make it better.

Reply to this comment    2 September 1998, 15:04 GMT


Update
Cody Zimmerman

I've decided to try Wong's team programming idea. Anyone who can program a good racing game e-mail me. Anyone who can make a shooting gallery kind of game e-mail me. Anyone who can program a puzzle e-mail me. And anyone who can draw graphics e-mail me. Include the names of any games you've programmed for those certain game genres i.e. racing programmers include names of racing games you've written.

Reply to this comment    2 September 1998, 17:55 GMT

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