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Laporkan kesalahan penerjemahan
Game engines are anti-video game for this reason.
I would say how the code works with the interface is most important as long as their is an actual game in there that we can play.
A simple MAster of Chaos text game would rule if the two were in sync.
Where a Saints Row game would be useless if it crashed or was uncontrollable every minute.
Sound is indeed not be under estimated. If you put in annoying sounds in a classic mario game you wont play it for long.
There's is a certain tank I like to play in Warthunder because the sound effect of the shell popping out is awesome.
OT gameplay and stabillity are imo the most important , maybe depth or replay abillity as well.
Any visual cohersion is atmosphere.
Roguelite games also don't really depend on the narrative component. They need something to set the premise, but not much more.
Also, beat 'em up games don't seem to need more than a basic premise and they depend a lot more on the game feel which is a combination between gameplay and atmosphere.
It's not just the art style and direction, but also the sound effects, soundtrack, world design, narrative, etc. It's the sum of all these components that come together to set the tone of the game, and the core that separates good games from great ones.
Perhaps
Gameplay
Style and Cohesion
Narrative/Story
Stability (as in not a broken mess)
I think making the second pillar more broad helps for things like sound/music. Could also be put as aesthetic or atmosphere.
but sound and music can also be a big part of narrative design.