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J. Sexton · · 6 min read

7 elements of compelling games

Some games just have it. That intangible quality that keeps you from putting it down, dutifully returning to it day after day when seemingly equal games just collect dust, waiting to be uninstalled.

The following list of qualities can apply to any game anywhere, but many of the characteristics are on full display in the most popular games throughout Asia.

If you’re heavily invested in a game, look at the list below and see which of these elements it employs. If you’re making games, and a few of these elements aren’t part of your game, you may want to stop and rethink the design of the game before you disappoint yourself or players.

Mastery

Degrees in Dota 2 can't be long off.

Degrees in Dota 2 can’t be long off.

This may well be the most compelling aspect of a game when done right. At the heart of eSports and competitive gaming is the quest to be as good as possible, and a player can be challenged to get better any number of ways.

Whether it’s a super difficult title like the classic Mega Man, or the full-on team strategy of a MOBA, offering players a tangible way to get better can be a great way to engage them. If PvP competition isn’t part of your game, make use of leaderboards that allow players to compare themselves with others. Also, consider the inclusion of daily challenges. This is classic operant conditioning for all you psychologists out there, and is a great way to habituate the player. Of course, use this force for good.

Story

Story and characters are essential to most games.

Story and characters are essential to most games.

When asked to give an example of a story-driven game, you’ll probably think of narrative-heavy titles like JRPGs or the single-player mode in many Western games. However, it is rare that a title can’t be made better by narrative elements.

There is also the subject of lore, which even games like League of Legends have addressed recently. The move may be relatively inconsequential, but by ironing out the issues with their universe, Riot’s title will resonate with more players. World-building or linear storytelling is not the only way to satiate the human desire for stories; the emergent narrative of many online multiplayer games and MMOs is often more compelling than the stories written by the professional writers employed by the game developers. These elements in a real sense become our stories.

Flow


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Community Writer

J. Sexton