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The real difference between good and bad games?

Anton Slashcev
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.

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