The principle of SimCity is simple: build it and they will come. Establish a city on an empty plot of land, provide infrastructure and zoning, then sit back to watch it grow. While that core gameplay loop is fun, it is quite short. However, it almost ends up feeling more like a tech demo or proof of concept than a fully-featured game.
RAGE is the ultimate post-apocalyptic cowboy simulator. But instead of a Mysterious Cowboy Hero, you’re a nanotrite-infused superman who’s just woken up from a century-long cryogenic sleep. Instead of a trusty American Colt or other steed, you ride an off-road buggy with nitrous, dual machine-guns, and rocket launchers. And shootouts are very, very fun.
“[…]Sid Meier’s SimGolf eschews realism, slices and dices the various aspects of course design and management, and sticks all the fun bits into a game.”
Mirror’s Edge hopes to answer the question: Can a shooter without guns be fun? The answer is yes: if you allow the player freedom of movement. Though the linear nature of the game can be a weakness, the setpiece moments are some of the most fun you’ll have in a video game.
I’ve had an epiphany. Doom 3 just isn’t a fun game. It’s a sad realization to make since various aspects of the game had so much potential. In the end, none of them really mattered because they just didn’t contribute to an enjoyable experience.
If I’m completely honest, I’ll say that I have mixed feelings about X-Wing. On one hand, it was a landmark moment for Star Wars gaming. For the first time, gamers were given an experience that both included moments lifted directly from the Star Wars movies and added interesting background stories to what we already knew about. […] On the other hand, it’s nearly impossible to play X-Wing without without noticing just how much its sequels improved upon the game’s basic design. The basic framework and various parts are there, but without the details and more complex mechanics to tie everything together the experience feels a little too hollow.
But how is it that the various aspects of Doom managed to be cutting-edge in 1993 and yet not distractingly obsolete in 2016? In short, the game’s many components are finely designed with an elegant simplicity that manages to capture an essence of timelessness. What matters here is not so much the obvious age of the technology or gameplay mechanics that may seem basic when compared to modern titles; what matters is that Doom fully utilized the best tools of its time to create a cohesive whole that was complete in and of itself. Great visual design serves the whole rather than detracts from it, and that statement holds true no matter how old the design is.