Resident Evil Creator’s Foolproof Technique: Spotting Good vs. Bad Games

Resident Evil creator Shinji Mikami has developed a remarkably insightful, if somewhat blunt, approach to discerning the quality of video games. While not an official doctrine, Mikami’s personal philosophy, often shared in interviews, offers a surprisingly effective framework for players looking to separate the truly great from the ultimately disappointing. His core principle boils down to a simple, yet powerful, observation: a good game knows what it is and commits to it, while a bad game tries to be everything to everyone.

This “foolproof technique” isn’t about intricate technical analysis or genre-specific conventions. Instead, it focuses on the fundamental identity and execution of a game. Mikami suggests that when a game is confident in its vision, it will present a cohesive experience. Every element, from its mechanics and narrative to its art style and sound design, will work in harmony to serve that singular purpose. This clarity of vision allows developers to refine their ideas and deliver a polished product that resonates with its intended audience.

Understanding a Game’s Core Identity

At the heart of Mikami’s critique lies the concept of a game’s “soul” or its central pillar of gameplay. A game that excels will have a clear understanding of what makes it fun and engaging. Whether it’s the satisfying loop of combat in an action title, the intricate puzzle-solving in an adventure, or the strategic depth of a simulation, a good game will nail this core element. Players can typically feel this confidence from the moment they start playing. The controls feel responsive, the mechanics are intuitive, and the overall experience feels purposeful.

Conversely, games that falter often suffer from a lack of decisive direction. They might incorporate trending mechanics or attempt to blend disparate genres in a way that feels forced and unfocused. This can lead to a bloated experience where nothing feels particularly well-executed. The narrative might clash with the gameplay, the art style might be inconsistent, or the overall tone might shift jarringly between sections.

The Perils of Trying to Be Everything

Mikami’s advice implicitly warns against the temptation to chase trends or appeal to the broadest possible audience by diluting a game’s unique qualities. A game trying to be an open-world RPG, a survival horror experience, a competitive multiplayer shooter, and a narrative-driven cinematic adventure all at once is likely to stumble. Each of these elements requires dedicated design and development to shine. When spread too thin, they become superficial additions that detract from any potential strengths.

This is where the “bad game” often reveals itself. It might feel like a collection of disparate ideas rather than a unified whole. Features may feel tacked on, mechanics might be underdeveloped, and the player might be left wondering what the game is truly about. This lack of focus ultimately leads to an unsatisfying experience, as the game fails to deliver a strong, memorable impression in any particular area.

Applying Mikami’s Foolproof Technique

So, how can players use this philosophy? When you boot up a new game, ask yourself: “What is this game trying to be?” Does it feel confident in its answer? Are the various components working together to enhance that central idea? Or does it feel like it’s trying to check too many boxes, leading to a diluted and ultimately less impactful experience? By paying attention to a game’s clarity of purpose and the cohesive execution of its vision, players can often predict whether they’re in for a treat or a disappointment, much like the seasoned creator of survival horror himself.

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