I now have answers to these questions after a lot of researching. These are in no way my findings, rather my attempt at summing up something that others have said and I just happen to agree with:
Here are some statements:
1. We play games because we naturally like to build things and see progress in something we are working on.
2. Games are ancient. We play games because it improves strategic thinking, thus making us better at planning and winning wars with other tribes.
3. A game is an activity, a competition or a test of skills within strict boundaries or rules. An activity with no rules is not a game.
4. A good game is one in which meaningful decisions are made that affect the outcome of the game. Good decisions = good outcome. Bad decisions = bad outcome. Thus a game that is largely based on random or unforeseeable factors is not a good game. A game that has no decisions to make whatsoever and is not a test of skills (as in dexterity games or games of strength) borders on being a game and is more of an activity. Like throwing a frisbee with friends without any rules or competition.
Now how many games can you think of that don't apply to any of these statements?
How does Grimrock fall into this?
1. It has a definite builders element, where you can see progress happening on many levels. Most notably of course: leveling up or completing another floor.
2. There is some strategic thinking involved. Mostly positioning yourself during combat.
3. An activity for sure. Test of skill comes mostly in the shape of a dexterity game. You have to be quick with a mouse and keyboard to avoid attacks. That in my opinion is the most difficult part of the game. Then there are puzzles that require problem solving skills.
4. Meaningful decisions: not so many. Decision making is very straight forward. You always choose the best equipment available to you at any given time. It's more of a methodical process than a decision. Most of the numbers are there to make the mathematically best choice at any given moment. You don't really choose where to go next. Most of the time you have to go to all of the places, and the order in which you do it makes little difference. The procedure is usually: go to next unvisited place you have access to and kill everything that moves. No other choice usually makes any sense. An exception to this is if one path may be more difficult than another, then you might make a meaningful decision whether to push onward or return again later. And puzzles of course might have meaningful decisions, if they are solved by making decisions rather than random flicking of levers until you get them right. Making and leveling up characters can ofcourse call for meaningful decisions. But for what information is available to you it can be quite methodical. And considering all the information that is hidden to you (like what types of monster you will encounter or what items will be found) it is quite arbitrary really.
Now the point I am making is: I think Grimrock can be a better game if there are more meaningful decisions to be made that greatly affect the quality of the outcome. I have played a few mods for Grimrock and they all feel pretty much like being railroaded onto a path of no other choices. Aside from leveling up and puzzles Grimrock feels more like a dexterity game or an activity than a game. Is the answer: better backstory? I don't think that is enough to make it a better game. You can have the most elaborate backstory of all times without the player having any need to pay attention to it. For the most part, this is the case with Grimrock. You can go through the game and most mods easily without reading any story plots. Thus, the story does not matter to the game itself. It is there only as a flavor, like the color of a frisbee disk.
I really think that Grimrock can be a better game within the limitations of what it already can do. Add what the modding community is doing in terms of coding and assets. And I see great potential. I have a few thoughts on that as well, but I will post them in a later post. This is already too long. I look forward to hearing your thoughts on the matter.
