I may not have been as clear as I could, which is the impression that I get from parts of your response. I was, and am, aiming to steer as far from debates of taste as possible. Hopefully, I can can clarify a bit below:
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These ones are all subjective to an extent. The "purpose" of a scene, what colors fit that scene or what they express, what counts as poor pacing vs fast/methodical pacing, the intention of a character design and whether that intention is admirable or not, what kind of camera shot is unsuited, are mostly subjective or interpretable. One person might find a film slowly paced, calling that a negative. Another might find it "methodical" calling that a plus. One person might find a character design lacks intention, another might interpret a clear intention in that design. One person might think a color doesn't fit a scene, another might think its beautiful or captures the emotion of the scene perfectly, etc.
I encourage you to reread my examples, taking into account the context, as well as the conversation at hand (
making a good game, which implies
design, which implies
choice. More on that later.)
-Shots that don't convey a scene's purpose: the scene's purpose isn't subjective. It's shaped by the will of the director/writer/whoever else is the decision-making authority. Is this a scene that is intended to be intimate? Why are we staging it as an extreme long shot? Do you have a bunch of choreography and want to show off some action? Then why are we on an extreme close up? Do you want us to feel a particular thing for a particular character at a particular moment? Then did the shot you chose support that goal or work against it?
A lot of this seems specifically film-y, but the idea goes for games too when you look at mechanics, art style, camera position, control scheme, cutscenes, and all the millions of other little elements that are selected on purpose.
-Choice of color/contrast that makes subject matter indistinguishable: I'm not talking about "i don't like that color. They should wear blue instead." Want us to see and clearly understand what's going on? Then why did you choose colors that make it harder to track things? Or hey, if you purposely wanted something to blend into the scene, then why did you choose a color that makes it almost impossible to ignore? Or did you want to illicit feelings of calm? And indistinguishable subject matter: what's the important thing in this frame? Then why is it colored in a way as to not draw importance to it? Definitely comes into play in games, a visual interactive medium.
-pacing/plotting stuff: I'm not talking about "I like slow movies vs I like fast movies". Pacing issues: is it a beneficial thing that the inciting incident to your story doesn't occur for 30 minutes, and the events leading up to it neither advance the plot nor build character? Or is it a beneficial thing that you have 12 hours of mandatory tutorial level before players actually get to the meat of your game? Or why were the significant elements to building your characters/story dropped on us in the last minutes of the experience? And plotting: do the events selected, and their position in relation to each other actually serve the point you're trying to get across and the feeling you aim for the user to experience?
-character design: In regards to character design, I didn't list stuff like tangents (that potentially flatten a drawing, draw the eye, confuse the viewer) and draftsmanship issues. Instead called out "intent". I wasn't as clear and thus it does sound very subjective, but I was trying to get across the idea of designs that don't convey the style and the purpose of the work, as defined by the creative decision-makers on the project, and/or the kind of incoherence you'd get from an unintentional lack of unity between styles within the same work. In games, that might also be "it is intended that players distinguish their units from enemy units/friendly characters from foe characters"... well then why were design decision made that work against that?
These two are more in line with the "I'm sure there's someone out there who likes Atari on the E.T" kind of situation.
But we aren't talking about whether or not someone
prefers it like that:
Bad audio mixing: as in the case where looking at the decibel meter, there's peaking/clipping all over the place, to the point of audio distortion, unintelligible dialogue/audio cues, etc.
weak poses and acting (as in the choice of behavoirs for the character for the scene/moment): such as in the case of flat acting, generic acting, overly broad acting, unclear poses, uninteresting poses, poses that fail to properly account for weight distribution, poses that inadequately anticipate subsequent action... There's plenty of concrete stuff to gauge acting on, but
lets go one further-
bad animation: such as poorly selected keyframes, poorly selected breakdowns/inbetweens, timing that doesn't correctly convey the weight, material or action involved (within the parameters of the selected style, whether realistic, cartoony, action packed, etc), sloppy arcs, joints or limbs popping, particular poses in a cycle sticking...
I disagree, I think the mistake we make is assuming that aesthetics can be inherently good at all. Moreso when we attempt to have convoluted forum arguments about why "my way is better!!!" (I like to sit on the sidelines and laugh at both parties during these).
That seems to be an issue of tastes and whose tastes are superior, which I tried my best to avoid in the examples I came up with.
Also, I focused on the technical aspects of things pertaining to aesthetics, which there are.
There is simply no factual basis for one game being "better" than another.
Please correct me if I'm wrong, but that's not the discussion at hand.
The title of the thread is
"making a good game". Yes, there are a few assertions/assumptions in that statement:
1)That a game can be objectively good.
But it's important to note that the thread isn't "making a game that is better than game X" or "making a game that is universally enjoyable". If either of those were the thread title, then yes, this would be a discussion about taste and entirely subjective. And granted, the discussion does get further mucked up (especially in the case of games) because "If I didn't enjoy it, it must not have been good", right? Fun and our ability to enjoy a game is tied so strongly to our thoughts about how we evaluate games. And in the case that did come to an agreement on there being objective metrics for measuring creative works like games/movies... which of the list of 100s of criteria should be included in the case of videogames? While I wont go as far as to make that list, I will say that those list items exist. There are objective metrics.
2)That this is a discussion from a creator/creation/maker's POV, and not a consumer's POV.
The last line in my last paragraph is crucial to the reading of my post from earlier, and (I believe) an important starting point for the discussion:
"But I think it's something worth understanding, especially if we're talking about things from a creator/development POV."
There were a few times where your response to my point was "that's subjective, because someone might like it better that way."
If this was a conversation from a content consumer's POV, then you're spot on. Who cares about my metrics. If a person likes it, they like it. If they don't, they don't. And everyone out there will fall into one of the two categories for any number of seemingly arbitrary reasons. But design is about choice. It's about the skillful combining of parts into a whole. That's where the words
intention and
purpose (such as in a scene, or gameplay segment) apply. And in that's where an objective "bad" also applies.
So, content creator, hypothetical or otherwise, what qualifies your work?
(And no, not "what validates your work." That's a whole 'nother conversation that I'm not even trying to imply.)
And how do you go about making the qualitative factors of your game (in this case) better?