Video Game Design/Chapter Getting Started
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[edit]
Getting Started
[edit] Video Game Design
Video games have many different forms, from old arcade games to small hand held devices, simple flash games you play online to the newest hit for one of the big names in the industry that can cost more than a movie to make.
Like any other type of game, a video game can be simple or complex, quick or slow, and even require a great deal of practice or patience to get the hang of. A lot of people, however, don't really know what goes on behind the screen. You can see the moving symbols and colors, the sounds, and know that they react when you press buttons, but what actually is happening back there?
Before designing a game for implementation, it is necessary to understand the industry you are getting into. Video Games have been around since 1931, today it is one of the fastest industries. Most new ideas in software developments are really new variations on old ideas. Some research will always provide new insights or ease the implementation of new approaches.
Today there are a myriad of different programming languages available to the amateur game designer, many of them freely available. There are also tools that allow you to create your own games without programming. If you ever want to be a paid game designer, you will have to know a programming language or two. If, however you just want to make games for your own amusement, this is not required.
[edit] What is a video game?
A video game is software that runs on a computer or video game console that uses a display and has a method with which a player can control the game.
When you get right down to it, that's what a video game is. It's communication, just like any other media in the world. The player presses, clicks, or types something and then the game will respond. The elements of communication, therefore, are vital. Video Games are interactive video art pieces. In simpler terms; a video game is just another way to have fun.
While definitions are nice and simple, in order to efficiently understand video game design, you really need to know the mechanics behind it all. We won't go into that in depth just yet, but realize that it requires programming, graphic design, sound design, music composition, and so much more.
Since the development of the first video game in 1931, the video game industry has grown on a kind of exponential curve. There were a few bumps in the road, but the industry has come to the point where it is taking in over $7 billion dollars annually. Salaries for people in the video game industry range from $32k to $200K. And a single video game can sell from $10 to almost $100.
Of all the things a video game is, it isn't anything without a player.
[edit] The Creator(s)
[edit] The designers
Before going on, it is important to note that there is a difference between people who are involved in creating a game, and a game designer. A game designer is the person who works with a game's core concepts, its level design, and various other aspects of the overall ideas of the game.
But there aren't just designers. There are people involved with composing music, working with sound, programming, testing, art, graphics, and much, much more. A video game is a collaboration of many different types of media and art, and requires many skilled people to put together.
http://en.wikipedia.org/wiki/Video_game_designer
[edit] The player(s)
The player is the person who plays a video game. They are the customer, and the focus of the video game industry.
62% of players are male, and the average age of the player is 33. These are important factors to consider for game designers when creating a game, because you create a game for these people, and it must be interesting and fun for them.
This doesn't mean you should ignore the other sector of players though. 31% of players are under the age of 18, and 25% of players are over the age of 50. This means that about $3,920,000,000 of that 7 Billion come from the players under 18 and over 50.
[edit] The Human Element
While the computer is only capable of communicating to two of the senses, there is a great part of the communication in the player.
Not only in Multiplayer games where players interact with one another through the video game's interface but through the emotional and mental Interfaces of the player.
Here is how it works: the player observes the output of the video game and processes it in the mind. Then if any of what is processed is significant there may be an emotional response to this. If this happens then the player will become wholly involved in the video game experience - and it is then that a video game goes from pixels and sound waves to an epic experience.
[edit] Interaction
[edit] Multiplayer
[edit] Network
A network is sort of both input and output - communication with other people and computers. Allows for a nearly limitless input ability.
[edit] Software/Hardware and Virtualization
Software is what the game is. Hardware is what the software, or game, runs on. Hardware is anything you can physically touch on your computer.
[edit] Hardware
Some examples of hardware would be a sound card, or a graphics card.
[edit] Consoles vs. Computers
There is a big difference between a computer and a video game console.
A video game console is designed solely for video games, and because of this they usually run a lot smoother. The controls of consoles are the video game controller. But the console has its limits, whatever is in the console, is in the console, and this means that the designers may or may not implement online functions, customization, updates, etc. But in most cases, the graphical, auditory, and computational capabilities of a console are its limit.
A computer on the other hand, has lots of things going on inside it - whether you like it or not. This can often (but not always) slow down and hinder gameplay. But, in opposition to the video game console, the computer has almost unlimited possibilities for everything. The hardware can be exchanged for better hardware to make games run faster and smoother. However, unlike the console, the computer does not essentially use the dynamic control interface - often making gameplay uncomfortable. This is only true for some games. In fact, some games are generally better suited to the use of the keyboard and mouse interface, such as Massively Multiplayer and Real-time Strategy games.
Consoles Vendors:
[edit] Input Devices (Controllers)
The form of input is the only way the player can interact with the game. In the ideal universe it would be nice if the player could just think what they wanted to happen, but this - however - is not yet possible.
So, when designing a game you must consider very carefully the type of input you use. You must consider the limitations of the input device, how easy it is to use, and how the user will be using it. Listed in this section are the various types of input devices.
Every Controller is different, however most controllers have an analog stick, a d-pad, and some buttons. Often times, these controllers are designed to fit the needs of games. Being designed exclusively for games, they are usually much more effective than other input devices.
[edit] Keyboard/Buttons
The keyboard is an interesting game input device, it has a vast selection of buttons, surpassing nearly all the other devices - but it is large and not designed for quick action games.
[edit] Joysticks
The Joystick started as an analog directional axis controller with a few buttons. Today it can also be a completely digital interface. It's gained popularity as a general propose controller for the first consoles or arcade machines. The joystick is not as sensitive as a mouse or a trackball but permits a greater freedom of use (space or surface) and on the personal computer it was made popular over the keyboard as a vehicle controller specially for airplane simulators. Today the joystick has lost some of its popularity and was replaced in most consoles by a default keypad and simulator-specific controller for driving cars, planes, or other things.
[edit] Mouse
Quickly able to move anywhere in the game environment, button action limited.
[edit] Other
There are many other types of input, such as touch screen, gyroscopic, motion sensing and so forth.
[edit] Output
Output, or the response to the input, is just as - if not more - important as the input portion of the gameplay experience. There are usually only 2 types of output any standard device can perform, visual output and auditory output.
[edit] Graphics
Graphics are the form of visual output seen on a computer monitor by use of little dots called pixels.
There are essentially two types of graphics: 2D and 3D, each offering very different gameplay experiences. However, 3D does not necessarily mean a better gameplay experience. Often, this is misconceived in today's game industry. A game developer will assume that because 3D is the most recent and advanced technology, it is naturally better.
While a 3D environment can provide a much deeper and more exciting gameplay experience, it is not always better. First off, we should make clear the difference between graphics and environment. The game environment is the realm the player is allowed and able to act within, while the graphics are what is seen.
Often times you will see a game with 3D graphics, but a 2D gameplay environment; Pac-Man World 3 is one of these. Oppositely, Super Mario Kart (for the Super Nintendo) would be considered a game with a 3D environment, but 2D graphics.
Another note, is that 3D graphics do not equal good graphics. There are plenty of games with 3D graphics that just look bad. And there are plenty of games with 2D graphics that look amazing. What makes graphics look good is very subjective; however, there are some concepts that seem to be good rules of thumb.
For any graphics to look good, they must be arranged in clearly defined objects (if there is a ball, you should be able to tell it's a ball). Lines should be straight, circles should be round, etc. For more realistic textures, modern games utilize bump mapping, which takes advantage of fractal geometry. A good example of this can be seen in the upcoming game Tekken 6. [1]
There are also two types of graphic files: Raster and Vector.
As mentioned at the beginning of the chapter, a video game is, at its foundation, communication. Graphics allow the player to see the world within the screen. It is the job of the programmer to portray this world so that the player can become a part of it. More info: Senses
[edit] Audio
There are 2 basic kinds of audio used in games, Sound effects and Music - heard through the computer's Speakers.
Music can have a powerful effect on people, this effect is discussed later in the human element section of this chapter.
[edit] Archetypes
There are many types of games, each one within its own defined domain. The type of game can greatly affect the type of people who play it and the type of game that is created. In this chapter we will discuss the different types of games in depth.
[edit] Arcade Classics
Digdug - Pac-man - Asteroids - Space Invaders - Breakout - Pong - Pitfall
[edit] Classic Game Types
[edit] Maze
[edit] Platform
A Platform game has the character(s) as anything from the protagonist to Arcadic Conventional and the player-character relationship being 1st or third person.
Platforms:The levels are designed as side scrollers (meaning that you see everything from the side almost like a cross-section. The character jumps between platforms to progress through the level and often times there are large 'bottomless-holes' in which the character dies.
Collectibles:Levels consist of collectibles such as coins, items, etc. which increase abilities and score.
Some Platform Games:
[edit] Scroll
[edit] Puzzle
A Puzzle game usually uses both character and player-character relationship as an influence in the game. It uses concepts of score and level progression through logic and skill.
Some Puzzle games:
Myst - Tetris - Lumines
[edit] Simulation
A simulation game can also have a variety of character and character relationships. Usually however, the player-character relationship is influence and the character is arcadic conventional.
Some Simulation Games:
Flight Simulator
[edit] Extended Game Types
[edit] Turn Based Strategy
The Turn based strategy genre usually focus on tactics rather than superiority of arms such as in many RTS and is therefore preferred by many gamers who desire greater tactical challenges instead of the hectic gameplay that is the basis of RTS.
Examples of turn base strategy games are Civilization, Final Fantasy Tactics or Heroes of Might and Magic.
[edit] Real Time Strategy (RTS)
RTS stands for Real Time Strategy. In these games the player is generally an influence and the character, too, is an influence (sometimes arcadic conventional or protagonist) The elements of an RTS are generally:
Resource Management: You must collect and manage resources to research and build your 'sect'. You usually build or raise an army to defend your buildings and to attack the other players.
Multiplayer functions: These games are usually played across networks with other players and the objective is usually to wipe out the other player (other options are often present however.)
Citizen controls: You are able to control all the 'people', 'buildings' and 'troops' from anywhere in the realm.
Battle: You send your people into battle to defeat the other players using war tactics and soldier arrangements.
Some RTS's:
StarCraft, Black and White, Imperium Galactica, Command & Conquer, Dark Reign, Mechcommander, Real War and Total Annihilation.
[edit] Role Playing Game (RPG)
RPG or Role Playing Game is a game wherein there the character/characters are the protagonist and the player either has a 3rd or 1st person relationship with them. Usually these games incorporate fantastic or futuristic settings, although others certainly exist. The elements of an RPG generally include:
Battle: Most RPG's have some form of battling in them. Usually this is based on a turn-based battle system which takes players to a new realm where the enemies are on one side of the 'field' and the characters are on the other. Each side must wait till the other gains enough energy to attack the other. The battle system contains elements such as HP or health points, MP or Magic points, attack, speed, stamina, defense, and so forth. A major portion of the battle system is EXP or experience points. When the character(s) defeat an enemy they gain EXP and when they gain enough they gain a level which increases all or most of their stats, making them stronger. In these games there is usually magic, spells, and special attacks.
Inventory: A database of items, armor, weapons, and so forth the characters hold.
Story line: Usually the player starts out with one or a few characters and the challenge is presented. Then as the game progresses members of the player's party leave and new ones enter. Games like this are generally divided into regions wherein the player must fight through and discover the problem then fight a boss. At the end of the game the player usually fights the final boss which generally has 3 stages. RPG's have a lot of talking and usually have deeper storyline than other game types.
'Character Progression: As an extension of the battle system mentioned above, most RPG's heavily emphasize the player developing their character(s) over the course of the game. Systems that increase the character's prowess in battle are most common, although others, such as crafting systems to create equipment for the character, are also relatively common.
Some RPG's:
Baldur's Gate - Dark Stone - Fallout - Ultima - Star Ocean - Dragon's Quest - Elder Scrolls - Icewind Dale
Hack n' Slash RPG Games:
Diablo I and II [2] - Dynasty Warriors - Gauntlet Legends - Champions
These games are considered a variance of the RPG genre; however, they fall under the Hack n' Slash catagory. These games differ by the character's depth as well as the core gameplay mechanics of how the game runs.
[edit] First Person Shooters (FPS)
First Person Shooters are games based on the so called 1st person perspective (although this very often puts your point of view in about chest height of the character) that places you behind the eyes of the protagonist. The elements of an FPS are:
Weapons and artillery: The character is able to collect and use weapons and artillery with which they use to attack and destroy other characters/enemies.
Story line: Usually an FPS doesn't have a very deep story line and is more about staying alive than anything.
Some FPS's
Goldeneye
Perfect Dark
Turok
Bioshock
[edit] Racing
A racing game usually uses a 3rd (sometimes 1st) person player-character relationship where the character is an arcadic convention. Elements of Racing games are:
Vehicles: Usually there is some type of vehicle which the character drives, sometimes these vehicles are customizable and the game lets you choose a vehicle. Different vehicles usually have different stats such as faster speed but worse turning etc.
The Race:The race is separated in laps and judged by time and placing. Usually the game will have a 'time trial' mode wherein the player can try to beat a time. In the race the character will race against other characters (2+) the standard being 8.
Some Racing Games:
- Mario Kart
- Ridge Racer
- Grand Turismo
- Forza
- Wave Race 64
- Need For Speed
- Project Gotham Racing
- Burnout
[edit] Action/Adventure
Action/Adventure Games usually have 3rd person (sometimes 1st person) player character relationship and the character is usually the protagonist. It is a bit of a mix between an FPS and a Platform Game.
Some Action/Adventure games:
- Zelda
- Lost Planet
- Tomb Raider
[edit] 3D
[edit] Isometric
[edit] Cross Genre Games
Hellgate: London - Rampart
[edit] MMO
MMO or Massively Multiplayer Online consists of all forms of all game genres where a nearly infinite number of players interact with each other via the Internet. MMO's usually consist of players killing monsters, doing quests, etc. to get to the highest level. MMO's are often PvP (Player vs. Player), where players from around the world will battle with each other with their custom-formed character.
Some MMORPGs:
- Everquest
- Eve-Online
- Final Fantasy XI
- Ragnarok Online
- Guild Wars
- World of Warcraft
- Matrix Online
- Runescape
[edit] The Rat race: Perception of reality
In today's world no one does games just for fun any more (or at least we never learn more about those crazy people). If you are investing time into producing a game you should define first the reasons that lead you to commit to such a difficult, time- and resource-intensive task before you lose any more time and money. When creating real games (prototypes or flash demos not included) one is mostly proposing to do a big production, since it must compete in the market against multimillionaire projects that will cost more to produce than some of the blockbuster movies coming out of Hollywood today.
When we say absurd, it is in the sense that there is no middle ground. We will either be in it for fun or profit, the latter of which being very hard to attain. Just consider your chances in the gaming market: most projects without a great concept or good planning will never be finished or will be sold to a corporate machine prototype stage. They are the only ones that can successfully promote it, and support extra licenses or artwork and give it a known brand. If you are lucky you will be included on the developing team but design and marketing gremlins will erase from your mind the idea to ever call it your baby. Today we can count on a single hand game author's games like Sid Meier, David Braben or Shigeru Miyamoto). Those that are able to make it into the limelight must take special care not only in protecting a great concept, but must be able to see it implemented as they envisioned it, retaining creative control of their work.
[edit] Software Houses
The game industry is formed by game labels, most of which are software and distribution houses. Several may also provide the Operating Systems or the hardware where games will run on. This is done in arcades, personal computers, consoles, mobile phones or other small consumer devices.
[edit] Game Theory
In this chapter we will go over some theories of game design which are not officially recognized but are reasonable and can be proven. If these theories are correct then it will make designing a fun game all the easier.
There are some primary aspects to a fun game, the challenge, the risk, reward, loss, and innovation.
See Game Development
[edit] Challenge
People play a game for the challenge it poses, this challenge is usually set at the beginning of a game. There are 3 types of challenges.
Completion: The challenge to complete/finish the game.
Compounding: The challenge compounds as the player progresses in the plot.
Ultimatum: The initial challenge is too great for the player to take on so the player must gain ability by playing through the game.
[edit] Risk
Every game presents a risk factor, which is - if the challenge is lost then there is a negative consequence and if the challenge is won then there is a reward. The topics of reward and loss are discussed below.
Without a risk factor there is no point in playing a game. If there is nothing to lose, there is no challenge. If there is nothing to win, there is no point in playing.
To calculate risk use the following equation: R + L = Risk The amount that can be lost (or already has been) added to the amount that can or has been won.
[edit] Reward
The reward is the positive consequence of conquering the challenge; it can be anything from an increase in score, new items, or a cut-scene.
Tangential reward: A reward that has nothing to do with the eventual completion of the game. These rewards can be things such as cut-scenes that are cool or even unlocking new modes and mini-games.
Compounding reward: A reward that builds on itself. This could be defined as score, or even completion of a level. Therefore the value of the compounding reward increases each time it is attained. These rewards can be completion of a level (which compounds into the completion of the game) or even score.
Calculating reward Reward is calculated by the difficulty of the challenge plus the effort given C + E = Reward
It is best that the reward is greater than or equal to what had to be done to get the reward. There are some exceptions - for example compounding rewards; though the inital reward was less than the effort the final result is certainly greater.
[edit] Loss
The loss is the negative consequence of failing the challenge; it can be anything from loss score, to a game over.
Tangential loss: A loss that has nothing to do with the eventual completion of the game. Maybe you lose an item that was fun but had nothing to do with winning the game.
Compounding loss:A loss that builds on itself. Losing points, or an extra life (which can compound into a game over or ultimatum loss) Therefore the effect of the loss increases each time it is attained.
Ultimatum loss: A dangerous but effective element, this is, if the player loses a certain challenge they fail the greatest challenge and they receive the ultimatum. Usually a permanent game over (meaning all progress is lost). This can destroy the replay value very easily.
Calculating loss: The difficulty of the challenge plus the effort put in. C + E = Loss
[edit] Difficulty
According to human nature, it is inevitable that a person will learn and gain more skill presented a challenge and a chance to grow - therefore a game must increase in difficulty as the player progresses in order to continue to be challenging.
Difficulty is an important aspect of the structure of a game. There can always be a challenge, but if the challenge presents no level of difficulty then the challenge is useless.
The difficulty is calculated by how much logic and skill is required of the player to complete a challenge.
Logic and skill: The required input from the player, what is actually challenged. As the game progresses (in most cases) the challenge difficulty increases and therefore the required logic and skill increases.
[edit] Design
Creating a video game is no simple task, it requires art, music, program, and writing skills and abilities. This chapter will help you get through it.
[edit] Thesis
A Game is defined by the English Wikipedia as:
"a recreational activity involving one or more players, defined by a) a goal that the players try to reach, and b) some set of rules that determines what the players can do. Games are played primarily for entertainment or enjoyment, but may also serve an educational or simulational role." (See Wikipedia:Game 13 April 2005)
Planning comes first
The most important task in any game developing process is having a plan, whether that plan involves using a really well thought-out concept, a basic idea, or going into a full-blown production.
[edit] Be creative...
In the gaming industry there is a constant need for Innovation games with better graphics, better music, better controls, games with new realm, new laws, new types of games.
But this doesn't mean every game has to be all new. Innovation can be as simple as new perspective, a new spin on an old idea.
[edit] Brainstorming
Brainstorm. Think of all the ideas that you can and write them down. (don't worry about good ones yet, keep them all). Then after you've thought of all that you can, eliminate the ones you don't like as much, are impossible, etc. And form a concept for the video game. For example the concept of Tetris would be: Differently shaped blocks fall and you try and line them up on the ground to make lines to get points.
[edit] Design Phase
When you have your concept, expand it. Using the Tetris example again, think about the shapes of the blocks, how many points things are worth. Consider the Theory discussed earlier in the book, what is the character-player relationship? What is the character's role? What is the challenge, what is the risk? What is the reward? What could be lost? What is the realm?
When designing the levels consider what was discussed on difficulty and challenge. If it is too hard before the player has been able to gain logic and skill in the realm, the player will not want to play. And if the game is too easy, same thing. Consider how challenging elements of a level are, do the rewards of the levels outweigh the loss or is it too easy to die?
[edit] Purpose of creating a video game
While designing your game consider your purpose for creating the game. Is it because you enjoy making games, or because you want to make a lot of money? Think about the audience who you are going to be selling this to, is that their purpose for playing the game? To spend lots of money or because they enjoy playing games?
[edit] By steps
Before we can create a video game that generations can enjoy (or a simple game to amuse friends, yourself, or potential mates), we need to discuss the Five W's of Development.
- Who
Who will be the actor? Who is our target audience? Who do we care to entertain, frustrate, puzzle?
- What
What is the point of the game? What Type of game is it? What is the objective ?
- When
How long will it take to complete the plot ?
- Where
Where can the game be played?
- Why
What is the purpose of developing this game?
Practical application Sometimes one can learn as much from a bad example as a good example, so here are both a bad and a good example of using the 5 W questions:
[edit] The Plot
All games do not necessarily have the "once upon a time..." plot however, in every game there is a plot of sorts. For one thing every game has an objective. This objective can be simple as making a line to get points in Tetris or as complicated as saving the princess in Zelda.
If the objective is the point of the game, what you are trying to accomplish, the plot is what drives the player to attempt to archive it, it provides not only the reason for the player actions but creates all the environment were they are to be performed serves to move the player along the game.
In nearly every game there is a plot. In Tetris you move from level to level in chronological order according to the finishing of prior levels. In games with a story line the plot is the storyline. The plot is important to the player as it gives them a sense of progression.
The first step to any successful game is to have a great (or as close as you can came up to it) plot (concept), since the goal can be less than the road that needs to be traveled. This is why 3D games sell so well even if most of them doesn't deliver anything really innovative. If you produce a great visual show with distracting shiny visuals people forget to look for a plot or can even be made to like absurd things that any marketing researcher would bet his life on that you shouldn't include on your masterwork. Before you make any game, you should first ask yourself "Is this game fun? Would I want to play my game?" What would the point of making a game if you don't think your own game is fun? Think what type of game YOU would want to play. It is also a good idea to start small. If your first project is to make the next Halo, or 3d MMO you will probably fail miserably. Start with something simple like PONG, and work your way up from there.
Sequel Sickness
Sequel Sickness is contagious, Hollywood has it, and so does the gaming industry. Often times, developers will see that a game has done outstanding and decide to make a sequel. Now, sequels are not inherently bad, however they usually turn out to be.
When developing a sequel, remember that it has a lot to live up to. A sequel must be as good as or better than the previous game and you should only make the sequel if it has something to add to the original.
A sequel that does not live up to its predecessor can ruin both (or all) the games in a series. So be careful.
The Mime Syndrome
Another illness comes from Hollywood too. The Mime Syndrome is where game developers try to make a game based off a movie or a book. Usually the game precisely mimics the movie or book so the plot has already been experienced by the player - what's the point?
Movie games usually tear a movie/book apart using the generic movie game template where they take the movie/book putting in apathetic collectibles, and plot points. If you ever make a game based off a movie or book consider what it really is, what it means to its fans - how are avid players going to feel about the game based off of it? And don't just copy the movie/book if the players wanted that - they would just go read the book or watch the movie. Come up with your own plot points within the style of the media you are creating the book from and don't just roll out another cheap movie game. Remember, most movie/book games result in failure in the market, only few actually succeed.
If you can't be cured of Mime Syndrome, don't make a movie/book game.
[edit] Goals and Objectives
As any other task a game has to have a goal or a objective and those must be clear (or seem so) to the player.
[edit] Style
Remember to keep all the graphics, sound, and gameplay in the same style. Something painted by Picasso would NOT look the same as something painted by Davinci. Make sure that everything is stylized similarly - don't mix Picasso and Davinci.
[edit] Gender orientation
It is scientifically proven that video games activate reward regions of brain in men more than women. This explains why males are more attracted to, and more likely to become "hooked" on video games than females. Most of the computer games that are really popular with males are the ones that simulate tasks and goals that are similar to the real world preferences (challenges of performance, conquest, enabling obtaining ranks or establish a stratified collaboration team or promote status even if only in the virtual word) on the other hand females would be more inclined to games that promote or simulate social interaction among equals and will be more opened to tackle games that will have more complex plot lines and a higher level of complexity of interactions running at the same time.
Creating a game that caters to both genders would probably be an impossible task, in this case other fields of culture also can serve as a guideline. For instance, consider how genders deal differently with movies and books. In games things aren't that different - only richer and with a greater level of freedom of implementation. As an example, a book author will not have to deal with color schemes (not considering the cover). Art is only an imitation of life.
[edit] Playability
What makes computer games so addictive? Why do so many of us spend countless hours sitting, our eyes stuck on a computer screen? There are so many answers to these questions that several (very heavy) books could be written on the subject. People like to have fun, but have different tastes and thus different definitions of "fun". To Carl, mowing the lawn may be "fun", while Ryan may find it a complete bore. You see, fun isn't simply "goofing off". You can have fun doing something constructive. Anything you find enjoyable can be described as "fun".
[edit] Replay Value
Replay Value is the value of starting over and playing the game again (or continuing playing) after you have already finished playing the game. If the game is only playable once, then it really isn't worth much, is it? The sign of a truly superb game is one you can play over and over again, whether you continue on beyond the plot through mini-games and side-quests or you simply start it completely over.
Some aspects that give a game replay value (besides just being really well done) are mini-games, side-quests, challenges that go beyond the scope of the plot (find all the... to get...), unlockables, and so forth.
Minigames A minigame is a 'game within a game'. Usually these are arcade-like games such as racing, puzzles, and so forth. The Zelda series0 incorporates minigames in Ocarina of Time with archery, fishing, and so forth. The challenge to get the highest score possible in a mini-game is a good motivator for replay.
Unlockables An unlockable is some type of reward that the player can unlock by doing something (such as getting all the... or finding the...). These can be very helpful in increasing replay value.
[edit] Marketing Phase
The Marketing Phase is very important. Firstly you must consider how you are going to market your game. Is it going to be free or are you selling it? If you are selling it, will people want to buy it? How are people going to hear about it? How much money and resources are you willing to spend on marketing this game? Do you have them and are they worth it? Who are you marketing it to? Teenagers? Little girls? What must you do to market it to that group?