I made a thread about a future game, and the game had 3 gamemodes, so, someone just posted that having too much features in a game is not good, if I remember. Quickly, I want to ask if having a bunch of features is bad in a game (In the case of my game, it had a card battle, a sword battle and a Mortal Kombat like battle).
I think 3 gamemodes is enough. The reason why I, personally, wouldn’t do more is simply because of the overwhelming updates required to maintain all gamemodes. If people ask for updates on all gamemodes, just imagine how big of an update it would be. Absolutely insane!
tl;dr Try to limit the amount of work you have to do.
Well, I don’t know what do you think, but here is the thread that mentioned before, with the 3 features explained, you might know which features I’m talking about:
When thinking about features for a game, you have to consider how much depth they offer for your game as well as how much complexity is added. Generally speaking, you want features to have as much depth as possible while keeping the complexity at a minimum. So, what does that mean exactly?
Depth of a feature (from my understanding) is how much it adds to the overall user experience. A feature with lots of depth can offer hours of engaging gameplay, while a feature with little depth doesn’t really add much to the fun and is practically useless
Complexity of a feature is how hard it is for a player to fully understand how that feature works and what it is used for
The reason why people tell you not to add a lot of features is because having too many of them makes your game very complicated and difficult for new players to learn, discouraging them to continue playing. That’s not to say having loads of good features is necessarily a bad thing, though. For example, if you’re making a complex dungeon-crawler game, you should slowly introduce mechanics one-by-one as the player progresses so that they spend less time learning how the game works and more time playing. However, keep in mind that no matter how simple a feature may be, if it provides little depth to the overall gaming experience it will still diminish the simplicity of the game and will make the gameplay feel less streamlined for the player.
You can watch the video down below to learn more about this topic:
[youtube]{jVL4st0blGU}[/youtube]
(I can’t seem to figure out how to properly attach a YouTube video, but the video is by Extra Credits and it’s very informative)
Having a bunch of features isn’t bad. Having a good idea of what else you’d like to add is good.
If you want more than 3 gamemodes/your community is asking for one, you should make another. Don’t do it if it’s too overwhelming.
For a personal preference I like ~5 different gamemodes. Having 10-20 can seem to much. If you’re using a voting system (to vote on gamemodes) you wouldn’t want 20 different options, you’d probably just receive ties anyways.
All I can think of is just simply avoiding overloading your players from the get-go. In my previous post, I gave an example of a dungeon-crawler slowly introducing features to players, but that wouldn’t work very well with a lot of games on Roblox. Judging by your description of the game, because each gamemode seems to differ in concept, the biggest cause for confusion in new players would likely be having to dissect each gamemode before they can start thoroughly enjoying the game.
Edit: since I read over the part where you said the player doesn’t have to participate in all of the gamemodes, this may not necessarily be a problem with your game, so I’m not sure how much my next paragraph will apply to you as I thought those gamemodes were part of a round-based system.
Your game is kinda tricky though. I don’t know how complex your gamemodes are, but if they can be explained in one or two sentences I think you should be fine. Most of the time the easiest and one of the most effective ways of solving this problem is to simply cut redundant features, but in your case I’m not sure how well you can go about this. Your best bet in my opinion – if you can’t cut features – would be to try different kinds of tutorials and test them with players not already familiar with how your game works. You’ll know when you’ve made a solid tutorial when your testers have zero doubts about its effectiveness. Otherwise, you might just have to rethink your game idea
i think that if the features are well-made and fit the game, you should be good. (Example of things not to do: You have a sword fighting game and add a bank robbing mode, lol)
As a developer you shouldn’t add features to your game for the hell of it, they could contribute to a greater cohesion of all of your mechanics. Some games have very simple mechanics that do not require very many features, compared to other games that are very complex and require many features. An example of this would be the canvas-based drawing games. The purpose of this game is for the players to be creative and share their art with other players, and thats about it. Adding a system such an inventory with items that could be picked up seems a little unnecessary for this game, so simply just the drawing and coloring features would be sufficient for this game.
On the other hand, a very complex game such as a medieval RTS game or a dungeon-based game requires many features to give players things to do. Currently I am developing a dungeon-based game and some of the systems I’ve worked on for the pre-alpha include: Items, Inventories, Dungeon Generators, Chat Titles, Combat, and many more.
In conclusion, just make sure that your features interact well with eachother. Don’t have an isolated feature that seems out of place, and players will use all of the features that you put in the game.