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What Makes a Good Virtual Pet?
Just like with real pets, different virtual pets attract different admirers depending on their needs and desires and the type of person they are. So, just what do gamers look for in their virtual pets? What separates a good or popular game from one that is not good or is quickly forgotten? Here are a few things that I notice about the different virtual life games out there. (Pictures here represent games that I think were influenced a good bit by specific factors--either bad or good.)
Graphics:
A game must look nice. This is often the initial selling point of a game. Whether the game chooses a realistic, cartoonish, artistic, or 3D look is a choice that can greatly impact who buys it and who passes it up without a second look. The pets and environments should be in harmony (flat creatures in 3D worlds usually don't work). This is an especially crucial point to virtual pets that behave more like screensavers (many aquarium simulations for instance). Since most games must rely heavily on screenshots to demonstrate themselves and make a sale, and people are attracted to animals' for their looks, graphics (and sounds) are a crucial selling point.
Behavior:
For the most part, people tend to enjoy virtual pets that act like real ones, fish with fins that wave with the water, cats that clean themselves, dogs that chase balls, etc. Pets that interact with the person controlling the game or with other pets are usually a plus. Sometimes, cartoony expressions and behaviors are also enjoyable. I find that most games I enjoy give the "life forms" a good deal of autonomy. In other words, the creatures do things on their own without a player's input. The autonomy is what makes them seem to be "alive." Another point to "life" is an animal's needs. In most games, animals behave depending on what they need, and often they have visible stats so that the player can provide for these needs. Not all people enjoy having to constantly be caring for their pets and prefer it when the animals can take care of themselves (with autofeeders or other methods), but some players love the challenge of daily care-giving.
Toys and Environment:
The world in which the pets exist is very important in defining the game. Are there a lot of ways to interact with the pets? A lot of places to go? Many popular games allow for manipulation of the environment by creating new scenes using bitmaps or editors, designing aquariums by defining gravel and moving items around, or even building cages or houses. Incorporating some dynamism into a game is what keeps people's interest for a long time, because they have the ability to create and change. Dynamic environments with night and day, weather cycles, or even just small changes are often enjoyable-as long as it doesn't slow the game. For some games free official downloads are released regularly, which can hold a player's interest for a long time.
Interface and Controls:
A game should be easy to understand and get the hang of without a complicated guide. All the options and features of the game should be easy to find. In some games, the options are all categorized in a usual Windows (or Mac) type menu. Others have gotten creative and hidden the stats and actions in a clickable icon or object that is always on screen (especially in full-screen games). Sometimes a special control panel frames the game. Mouse clicks often serve to pet or pick up virtual pets. Whatever the controls are, a person likes being able to get the hang of them within a few minutes--without using a manual or guide.
Mechanics/Realism:
Do the creatures grow? (If so, how quickly?) Get sick? Can they die or run away? Must they reach a certain age for breeding? Can you adopt new ones easily or get the old ones back? While most people enjoy a great deal of realism in a virtual pet game, there are limits to this. Many people do not like pets that can actually die, especially if the pets are unique and cannot be recovered. People prefer being able to turn off time or have a "cyber pet sitter" if they have to be away for a while or just don't feel like playing. When you get right down to it, real-time games can be boring. In real time, some pets can take a year to reach maturity, and never really do much from day to day visits. For people who really want a pet substitute, a super realistic game may be what they want. Others prefer pets that can live forever, and grow up within a week or two.
Challenge:
Some challenge is necessary to a game (maybe not to a virtual aquarium or screensaver type "pet"...). Some pets require a lot of attention to keep alive. Some can be trained, and the challenge lies in winning contests or other things. In some virtual pet games, a money system is used, and you have to play minigames or do other things to earn virtual money to care for your pet. The more options and challenges a game offers, the more popular it is and the longer it holds a player's attention. In some games, the challenge and contests are not built in but have grown through online communities where people can show off their pets' abilities, or items people have made themselves for the game.
Breeding:
Some virtual pet games incorporate breeding, a feature that many players enjoy. However, if an offspring is identical to the parents or a parent, it usually is no more than a feature for overpopulation. Breeding should incorporate a heredity method of some kind, whether realistic or made up. Players who enjoy breeding usually like it for the ability to come up with unique looking creatures or creating actual lines. Realistic genetics are likely to draw a specific audience but often appeals to others as well. Any game that includes breeding should have a way to remove animals from the game, and it is a plus if pets can be shared with others.
Price/Availability:
Price is an obvious factor in whether a game is bought, and so is whether the game can be found easily (or even if it is still sold and in your country). Cheaper games will probably be bought more than expensive ones, and some games may be simply out of the question. Many older games only cost a few dollars--even new copies. Free downloads and online games often attract a lot of people, at least to try it out. If a game is more expensive, it most likely will not be sold unless it has a free demo available and/or a lot of good reviews. Another price issue includes add-ons, new releases, and other additional costs. Add-ons are often better than new releases, as old releases can become obsolete. If a new version of the game comes out frequently, players may get frustrated and not want to waste their money, waiting for more improvements or worried about bugs in the new versions. Add-ons can be a plus but certainly shouldn't be a huge expense. It is also crucial that the new versions allow importation of pets and possibly other things from the old one(s) (and compatibility both backward and forward among versions is an enormous advantage).
Community:
Games that contain the potential for creation (of new toys, environments, breeds, etc.) and sharing (whether files or pictures--some games have "cameras" or even webpage creators) have the potential to develop online communities that will add extra dimensions to the game. A very active official site also generates online interest. A well-made game will have its name spread quickly as such communities grow, increasing both the awareness of the game and adding new aspects to it as well. Not all people enjoy participating in such communities, especially if participation is mandatory or gives a player an advantage.
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