What separates the good games from all-time masterpieces? What takes a game with pretty solid mechanics and gives it that little something special? Tone.
The quality of a game to know what it is, and deliver on that knowledge in every aspect of it's execution is what takes a game to new heights.
Let me give you an example of a few games that do it well, and some that do this poorly.
Spider-Man is a great example of a character, and a game, that was perfectly matched to the developer creating it. Insomniac's easy going, fun loving, wacky gameplay style is so perfect for the web-slinger. The game is bright and colorful, the story isn't overly dark or gritty, and above all, it delivers a powerful positive message. Spider-Man's quips wouldn't seem out of place coming from Ratchet, or Spyro, or the sunset overdrive cast. The game isn't overly difficult and doesn't take itself too seriously...the perfect pairing of developer, IP, and gameplay. This game just wouldn't be the same if it took a darker grittier look at Spider-Man.
Okami is another example that springs to mind. The gameplay is not difficult, the puzzles are super simple and obvious, and the game is extremely long...why is it so beloved? It's because of it's positive and fun-loving nature...there are so many beautiful moments in this game, it really fills your heart like a studio Ghibli movie. Returning the child to the Sparrow Spa, the mystical flute / sword wielder who speaks french, the bear who only moves by rolling on a ball, the sequence where you draw your own disguise as you infiltrate the enemy base. It's such a funny and good hearted game, paired with the beautiful graphics and score...it charms you into falling completely in love with it. How awful would Okami be if it was super serious and dark? It would be a significantly worse game.
But there are dark and serious games that have great tone too, although it takes an exceptionally talented developer to pull this off.
The Last of Us is a significant departure from Naughty Dog's previous outings in terms of mood and tone, but they pull it off perfectly. Contrast the darkness of a character like Joel, to let's say, Booker from Bioshock Infinite, which is a game that fails horribly in this regard. Joel & Ellie are completely believable characters with clear motivations, making it easy to buy into the world they inhabit. They have faults, and their own inner darkness, but that's not all they are. The games graphics and art reflect this too...it's a somber world but it's beautiful, full of color and life...the environments are varied and take advantage of the beautiful natural landscape of the USA.
You immediately understand how Joel is capable of holding someone at gunpoint with a shotgun, and then blowing their head off anyway...or how he came to be tying dudes to chairs and popping off their kneecaps in interrogation. Booker is a blank canvas from the start and within the first 15 minutes of the game, is using the whirligig arms like chainsaws on significantly innocent police officers. I always feel horrible killing these officers in bioshock infinite, and it's due to a failing of the games writing and tone.
Within minutes you go from exploring a pre-WWII, idealic american town, very Norman Rockwell, and perfect (as long as you're white and not Irish), to horrific acts of violence. The little guitar scene that plays in the basement is very touching, and then you run outside and kill more police officers and vox populi...sometimes by lighting them on fire, sometimes by shotgun blast. Once again I stress, this is unfathomable to me how bad this game coming off of Bioshock 1, which nailed this concept. I think the concept of ludonarrative dissonance is more of a tonal problem when you get down to it.
A brief aside : I think Overwatch's popularity is in part due to the positive outlook of it's world and characters. "The world needs more heroes" is certainly the developers reaction to modern times, and them looking to inspire the masses with a colorful, diverse, and largely positive cast of characters.
Think about your all-time favorite games. How many of them look, sound, or feel like Kanye & Lynch, or Army of Two? How many F-bombs are dropped in your GOAT? If your favorite game is pretty gritty and angsty...it's probably extremely consistent throughout the experience.
My point is basically this : A game that is inconsistent in it's tone, can never be as great as a game that is, and it's a hugely important but seldom discussed factor in how the game holds up over time. Usually more cheerful/positive games are better at this, because the writing talent of most studios is pretty bad, so more developers should stick to "fun first".
The quality of a game to know what it is, and deliver on that knowledge in every aspect of it's execution is what takes a game to new heights.
Let me give you an example of a few games that do it well, and some that do this poorly.
Spider-Man is a great example of a character, and a game, that was perfectly matched to the developer creating it. Insomniac's easy going, fun loving, wacky gameplay style is so perfect for the web-slinger. The game is bright and colorful, the story isn't overly dark or gritty, and above all, it delivers a powerful positive message. Spider-Man's quips wouldn't seem out of place coming from Ratchet, or Spyro, or the sunset overdrive cast. The game isn't overly difficult and doesn't take itself too seriously...the perfect pairing of developer, IP, and gameplay. This game just wouldn't be the same if it took a darker grittier look at Spider-Man.
Okami is another example that springs to mind. The gameplay is not difficult, the puzzles are super simple and obvious, and the game is extremely long...why is it so beloved? It's because of it's positive and fun-loving nature...there are so many beautiful moments in this game, it really fills your heart like a studio Ghibli movie. Returning the child to the Sparrow Spa, the mystical flute / sword wielder who speaks french, the bear who only moves by rolling on a ball, the sequence where you draw your own disguise as you infiltrate the enemy base. It's such a funny and good hearted game, paired with the beautiful graphics and score...it charms you into falling completely in love with it. How awful would Okami be if it was super serious and dark? It would be a significantly worse game.
But there are dark and serious games that have great tone too, although it takes an exceptionally talented developer to pull this off.
The Last of Us is a significant departure from Naughty Dog's previous outings in terms of mood and tone, but they pull it off perfectly. Contrast the darkness of a character like Joel, to let's say, Booker from Bioshock Infinite, which is a game that fails horribly in this regard. Joel & Ellie are completely believable characters with clear motivations, making it easy to buy into the world they inhabit. They have faults, and their own inner darkness, but that's not all they are. The games graphics and art reflect this too...it's a somber world but it's beautiful, full of color and life...the environments are varied and take advantage of the beautiful natural landscape of the USA.
You immediately understand how Joel is capable of holding someone at gunpoint with a shotgun, and then blowing their head off anyway...or how he came to be tying dudes to chairs and popping off their kneecaps in interrogation. Booker is a blank canvas from the start and within the first 15 minutes of the game, is using the whirligig arms like chainsaws on significantly innocent police officers. I always feel horrible killing these officers in bioshock infinite, and it's due to a failing of the games writing and tone.
Within minutes you go from exploring a pre-WWII, idealic american town, very Norman Rockwell, and perfect (as long as you're white and not Irish), to horrific acts of violence. The little guitar scene that plays in the basement is very touching, and then you run outside and kill more police officers and vox populi...sometimes by lighting them on fire, sometimes by shotgun blast. Once again I stress, this is unfathomable to me how bad this game coming off of Bioshock 1, which nailed this concept. I think the concept of ludonarrative dissonance is more of a tonal problem when you get down to it.
A brief aside : I think Overwatch's popularity is in part due to the positive outlook of it's world and characters. "The world needs more heroes" is certainly the developers reaction to modern times, and them looking to inspire the masses with a colorful, diverse, and largely positive cast of characters.
Think about your all-time favorite games. How many of them look, sound, or feel like Kanye & Lynch, or Army of Two? How many F-bombs are dropped in your GOAT? If your favorite game is pretty gritty and angsty...it's probably extremely consistent throughout the experience.
My point is basically this : A game that is inconsistent in it's tone, can never be as great as a game that is, and it's a hugely important but seldom discussed factor in how the game holds up over time. Usually more cheerful/positive games are better at this, because the writing talent of most studios is pretty bad, so more developers should stick to "fun first".