I have to disagree with Htjyang. I think succsess should not be rated. The kind of game i'd liek to try to create is one which is morally ambigous. Saving the fare maiden, something that is the 'obvious' choice, might turn out to be a hassle, and she might turn out to be just a mean person, who offers no thanks at all. I'd like to make a game in which the actions the player chooses are not due to 'Oh well, I'd like to see what happens if I let the helpless virgin be devoured by the mad wizard, but I know video games, in order to win, I have to save her.' I guess it's an attempt to convince people that life is not about winning, but I won't get side tracked on that.
What I want to see is a game that is played, not won. Like EV, or a better example EVO. Most games to have that 'right decision' to be made, but the game I want is one with a deeply thrilling, enthralling story, which can be changed at any istant. One where you can betray your government, and not merely spend the rest of the game roaming the outskirts. Where you can then go to another goverment, and work for them, or where you can start a militia band to continue to attack them. A game where everythign and anything is possible. Of course, this would take ages to make, I know.
After this though, I do also like a game with little story choice, ala Vampire: Redemption, as long as the story is damn good, and isn't compeltely linear. Like Baldurs gate. This I like because you can make a damn good story.
So, Basically, what I think makes for good gamplay is either very very high controllablity, or a very very indepth story.
Characters as well. How many people loved Minsc? Character (if you ask me) are and should be part of the story. If a game makes you think of characters in your party as a collection of stats, and chosing your party as an excersise (solely, I understand and like that this happens a little) in finding the best strength/weaknesses trade off, then you don't get sucked in, hence bad gameplay. You should want to keep characters. I never thought once about ditching Imoen, regardless of her strengths or lack there of, cause she was such a fun character, ditto for Minsc. Characters should have plots and subplots of their own. In my game I want to make it that a character whos tays in your party forever is a rare and glorious thing. It means a friend. Their will be plenty who saty for a while, till something is accomplished, or whatever, and will then go back to being a normal NPC, rather than a part member NPC (like the way in Cythera, you had the Princess in your party for a short time).
The player should also be challenged with difficult fights every now and again, the kind that take a couple of attempts. That way, the stragey of the battle is developed, and its, IMHO, more fun. I also liek random monster encounters, just to spice things up and give it an edgy feel.
I also think that little puzzles should be encorprated more often. Most times when puzzle like things are used in an RPG it is only at a major point in the story. For my RPG, i'm going to have the game puncuated by minor puzzles, in the way most RPG's are with minor encounters. But don't think i'm going to skint on the random violence, oh no.
Well, that is about all I can write tonight, I'd love to know what people think of all this.
P.S. I like a bit of humour, life is funny and serious, sometimes at the same moment. I like to put a little comedy, and a little seriousness into everything.
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"For Example: Sunny days make me happy, rainy days make me sad." "But you can have fun on a rainy day too." "Your truth can be changed simply by how you accept it." "That is how fragile truth is for a human being."