The real difference between good and bad games:
(spoiler: it’s not fancy graphics)
It’s not deep storylines or complex mechanics either.
It’s this:
• You want TO BE in a good game even with no clear goal.
• You’ll run, jump, shoot, fly just because it feels good.
There’s a name for this:
𝗧𝗵𝗲 𝗧𝗼𝘆 𝗘𝗳𝗳𝗲𝗰𝘁.
• A “toy” is fun without rules (unlike “game”).
• No objectives needed.
• It’s enjoyable just to mess with.
• The best games feel like that.
Great games do this well:
• Web-swinging in Spider-Man: smooth, fast, satisfying
• The “pop” in Candy Crush: instant, clear feedback
• Exploring towns in Skyrim: immersive, curiosity-driven
• Cutting fruit in Fruit Ninja: simple, endless joy
• Drifting in Mario Kart: movement that makes you smile
All of these feel great without needing a mission.
On the flip side?
Bad games try to mask boring interactions with busywork:
• Rigid mechanics
• Slow or dull feedback
• Overly complex systems
• Repetitive actions
But if the basics aren’t fun, the rest doesn’t matter.
So here’s the takeaway for developers:
Build the toy first.
Make it satisfying to
Just play.
Then, build the game around it.