Pretty self explanatory. How much do you spend on each? Like mine... Gameplay: Self explanatory, a game is a game. If it doesn't play good then it's either a visual novel or not a good game. Controls: Self explanatory, not even a plebian will play a game that they can't control. Story: I don't want the motivation for playing my game to be "So I can see the rest of the story" it should be "So I can fight the next boss" or "So I can play the next level". Graphics: Graphics are important, when things look JAWSOME it can really enrich the overall experience. Music: Same with graphics, it can heighten the expierience when the music is intense or truly fits the mood. Difficulty: If I had more points I would have amped this up For the most part I can't STAND easy games, there's some exceptions but there is absolutely nothing that can beat the satisfaction of Birth By Sleep on Critical mode at Level 1 with no second chance. It makes you feel like a champion rather then making you feel like a baby when the game holds your hand throughout the whole thing. Voice: lolwhocares Realism: lolwhocares Replayability: Not a big concern of mine to be honest, should have put this into difficulty. If the first experience was overwhelmingly awesome then that's fine.
Spoiler As far as Indie games have taught me, Graphics aren't always that essential. Realism can suck it though. Although I'll admit it was pretty tough allocating those points.
Spoiler It extended to the right for some reason. I'm no Nomura (and that's not saying much), but I think I did pretty good.
If I was in charge, I am the boss then I would normally give 5 to all. Cuz I'm the boss so I order to be like that. ::L:
Gah, had to sacrifice the difficulty, but rather a piss easy game with amazing story then hard one with shit story.
Spoiler Damn these things are large. I wanted to bump replayability one or two notches up but it isn't that big of an issue for me.
i kinda based mine off of the assassin's creed series (since it's all i've been interested in lately). gameplay/controls: important. if you don't have good gameplay and controls no one's going to last the entire game and might just give up on it out of frustration. also, they have to be unique. difficulty: i don't like games that are super super hard if the story is interesting cause then i'd rage quit. that's why i like AC. graphics: if you were to take assassin creed 1's graphics and put them in 2012, they'd be okay (2007 graphics aren't bad, but there have been major improvements made) and they wouldn't take away from the game as a whole. story: kind of a mix of AC and ACII here. good progress but can be improved or it leaves cliff hangers, etc. (this was fun i like this *-*) music/voices: music is everything i love game and movie soundtracks and in combination with the voices it can help aid anything that's lacking in other spots. also i think it plays into realism because if you research your music right it will reflect the game's theme and time period. replayability: i'm lazy i don't usually play games again unless i'm like looking for something or really miss the characters.
Realism in the visual arts and literature refers to the general attempt to depict subjects "in accordance with secular, empirical rules", as they are considered to exist in third person objective reality, without embellishment or interpretation. As such, the approach inherently implies a belief that such reality is ontologically independent of man's conceptual schemes, linguistic practices and beliefs, and thus can be known (or knowable) to the artist, who can in turn represent this 'reality' faithfully. As Ian Watt states, modern realism "begins from the position that truth can be discovered by the individual through the senses" and as such "it has its origins in Descartes and Locke, and received its first full formulation by Thomas Reid in the middle of the eighteenth century." Basically, realism is what you get when physics are perfect, people are only as beautiful as normal, and there is no aspect of fantasy, magic or surreality to the game. Boring in my book. But it is a sliding bar for a reason, I guess. How realistic do you want your game to be? You will have to give up other traits for it. That is the question.