Unveiling the Secrets to Creating an Exceptional Game

What sets a great game apart from the rest? This question sparked a thought-provoking discussion during the Develop Brighton keynote, featuring Shuhei Yoshida and Greg Rice from PlayStation. With their extensive experience in collaborating with developers, especially indies, they shared their observations on the common characteristics of acclaimed games and studios. Rice began by noting that technical expertise in one or two areas is no longer sufficient to elevate a game. "In the past, having a unique art style or game mechanic could be enough, but now, with so many games available, you need to excel in multiple areas," he said. "You need a distinctive art style, innovative gameplay mechanics, and a personality that reflects the developers' passion and creativity." He emphasized the importance of innovation and trying new things. "Many people in the industry are chasing trends and ideas that have been successful, but by doing so, they're already behind the curve." Yoshida, on the other hand, stressed that the key to a great game lies in its gameplay. "When you press a button, what happens? That interactivity is at the core of this medium," he said. "When I was working with first-party developers or providing feedback to indies, the first thing I would do was pick up the controller and point out issues that the developers might have missed." He advised developers to put their games in the hands of people who aren't directly involved in the project and to emphasize iteration, polishing, and testing. "During game development, you should be showing your game to friends and family, taking it to events, and watching people play – people who don't understand the game as you do," he said. "The repetition of iteration to improve your game is crucial." Having a clear vision was another recurring theme in the keynote, with both Rice and Yoshida emphasizing its importance. Yoshida shared his experience working with Fumito Ueda, the director and lead designer of Ico, Shadow of the Colossus, and The Last Guardian. "He would create a short video about the game at the beginning of each project, and it's amazing how similar the final game would be to that initial vision," Yoshida said. "He has a clear idea of what he wants to accomplish, and that's something that many successful developers share." Rice added that having a clear vision can manifest in different ways and doesn't always rely on one person. He reflected on his time at Double Fine, where the founder, Tim Schafer, fostered a collaborative environment. "I love seeing everyone feel like they have a seat at the table, sharing their ideas and filling in the gaps in each other's knowledge," Rice said. "That's how you make a game that's better than what anyone could have made on their own." Rice acknowledged that there are successful one-person studios, but even they have people who help with testing, feedback, localization, and other aspects. For Rice, it's about being realistic about your limitations and recognizing where you need to collaborate with others. Yoshida suggested that a key formula for success is having a strong creative lead and a strong producer. "They often have different opinions, but that's healthy," he said. "When the creative lead is too strong, the game never gets finished. When the producer is too strong, the game's creativity suffers. Having two people who trust each other but also challenge each other creates great results." When asked about common mistakes developers make, Rice warned against "scope creep." "It's easy to let a game grow and become too ambitious, so it's essential to have a clear vision and focus on what's achievable," he said. "Many indies start with a grand idea, but it's better to start small and build from there." He added that while story and character are important, not every game needs a lot of detail in these areas. It's more important to focus on the mechanics and make them clear to players. "I've seen pitches that are all about the lore and story, but it's not until 20 minutes in that they mention the gameplay mechanics," Rice said. Another mistake developers make, according to Yoshida, is not asking for enough money. He observed that studios who are unsure about their game concept may ask for less than they need, but securing funding is crucial for forming a relationship with investors or publishers. "Every game development encounters problems, so you need to ask for enough money to overcome those issues," Yoshida said. For indies, there's also a danger of focusing solely on development and neglecting marketing and promotion. "Many indies are self-publishing, so they need to handle their marketing and promotion, but they often leave it until late in the game," Rice said. "They overlook things like playtesting, console porting, and finalizing the game, and they forget to tell the world about it throughout development." Yoshida noted that publishers and scouts are always looking at what's on display, and showcasing your game can help you secure funding and support. The conversation shifted towards inspiration and where the best ideas come from, with both Rice and Yoshida saying that it's often clear when a game has a unique and personal inspiration behind it. "Many people only look to games for inspiration, and you can feel that," Rice said. "When you see something that draws from other forms of media or everyday life, that's powerful and breaks through the insularity of the industry." He added that developers need self-awareness and a solid understanding of what makes their game unique – and then they should lean into that. This can be seen in pitches where developers have a clear vision and a unique element that makes their game special. Yoshida observed that, with so many games releasing every year, the inspiration behind the best ones is often unique and something that only those developers have access to. He concluded that there's one other way developers can make their game stand out: by evoking a response that goes beyond entertainment. "Some developers can describe their game in terms of the emotion they want to evoke in the player, rather than just talking about the mechanics or genre," Yoshida said.