As a fan of the Angry Video Game Nerd on YouTube, one thing I enjoy and noted about his videos of bad games is the element of design that defintes whether a game is good or bad. In other words, you could have an asanine premise/story, but if the actual game design is solid, a franchise can be born. Take the Mario franchise- a Fireball shooting, Turtle-stomping plumber rescuing a pricess
) by itself, the premise seems silly, but Nintendo managed to make a generation of platformers out of it.
Conversely, many games based on films are terrible. This is the opposite extreme, a good premise (popular movie/existing franchise) shoehorned into a shitty game. Superman 64 is a good example of this.
Some of the things that definite the level of design are often very simple things, to the point it makes me wonder how some companies missed the memo. For example, in MOST platform games, ‘A’ button is jump and ‘B’ button is shoot/action/whatever else. But some platform games decide to make ‘up’ jump, which has a lot of unintended consequences.
Other games consolodate different actions into one button/combo even though that platforms controller has multiple buttons. One thing I applaud about the SNES is that most of its games made very good use of the 6 button layout. Games’ controls can often be ergonomic, with the most frequently used buttons (the one for jump or shoot, usually) in the easiest part of the controller, and more obscure or situational actions being the more distant buttons. When people see a controller with a hojillion buttons they often groan, but I honestly thing its not the number of buttons per se, but their layout/use that factors into how effective they are in a game.
Another challenging aspect for platformers in particular is hit detection. Some games are so forgiving with mercy invulnerability you can actually use it to your advantage in some places (ie deliberately get hit, then use the invulnerability to bypass an enemy/content). Others are viciously unmerciful, either because of bad game design (The 2 zelda platformers for the CD-I in this case, in fact most of this post is about the many, many ways they went wrong with those games) or simply really challenging. Castlevania/Ninja Gaiden had a knockback effect that often sent you hurtling into pits, in fact often the lifebar was redundant because typically you’d die from falling in pits after getting hit, not getting hit too much.
But, honestly, I think the BIGGEST factor in game design to me in retro games was how intuitive it was to progress through games, in other words, would a kid be able to understand what to do to get to the next area? Older games were notoriously bad at this, which is annoying because its not like they didn’t have the ‘technology’ at the time to handle it- I suppose its a casualty of budget/time constrains on playtesting (though I have no cite for the level of development time/playtesting from 8 bit era to now).
The games I liked as a kid were ultimately well-designed. AVGN gives a glowing review of SMB3, and I agree 100%. The game was challenging but fun, the controls were good, level progression intuitive, not too short and not retardedly long, with a 2 player mode that let you either play cooperatively with a buddy, or competitively.