@MikkaQ said:
Games don't need complexity for complexity's sake to stay fun. If it drags the game down, lose it. Sometimes less is more.
I fully agree that simplicity can be it's own reward. What I'm arguing is that there is no balance. Check the side bar for new releases from time to time. There's almost nothing that you can sink your teeth into as far as player ability (meaning RPG/MMO grinding doesn't count). There's iPhone games, portable games, flash games, etc coming at all the time that are almost purely simple, small experiences. That's not even considering the <10 hour console games that come out every week. If that's what you want, you're already covered 1000000x more than you could ever want and that's perfectly fine. What I'm arguing is the lack (and sometimes discouragement) in deeper experiences that used to be much more common.
@believer258 said:
@R3DT1D3 said:
@believer258: Last time or last game? I'm generalizing here but there's very few enemies on Legendary difficulty where you actually have to vary your tactics in Halo 1-3. Playing Halo (and most games on normal) doesn't really enter in to the discussion when they let you brute force the game without any mastery or knowledge of game mechanics. "Girlfriend mode" on Gears of War can be played completely differently than the other gamemodes but that doesn't make it better. I'm talking about higher difficulty making you think and adapt rather than just refine a low-level skill.
You're right that Halo is not entirely shallow and that it has some room for mastery but compared to classic FPS, it's still not very complex or deep. While I like the design of regenerating health/shields for multiplayer games, I find it typically makes singleplayer campaigns trivially easy with any amount of cover.
Bioshock was decent in this regard but I still wouldn't call the hardest difficulty that much harder. Once you got certain plasmids upgraded and research bonuses, the world was your oyster.
All right. So give me some examples of the types of games you're looking for.
And I guess what I've really wanted to say the whole time is written best here:
@MikkaQ said:
Games don't need complexity for complexity's sake to stay fun. If it drags the game down, lose it. Sometimes less is more.
Let me preface my examples in saying that I've most heavily played FPS/RTS games so my examples will come from those two genres. My point can be extended to other genres but I don't feel as comfortable or as experienced to comment on them without some time for research and further thought.
Well one example I already mentioned is Metro 2033. At the highest difficulty level, it's all about conservation and precision. If you are imprecise or wasteful at any point, you seriously hurt yourself in the long run. It demands that you are both refining your manipulation of the game and thinking of new ways to solve problems. This is in stark contrast to the "just get better/faster at the controls" of most other games at higher difficulty. Played on normal difficulty and it's just another shooter with a decent story.
Another shooter example is the original Crysis (the alien parts less so). Crysis is deep/complex is a different way than Metro. Crysis gives you a large toolset (the suit) and a large area to operate and experiment in. Again, on normal difficulty you really just need cloak and armor and can get by on decent shooter skills. The place Crysis shines is on higher difficulties where you're using your suit powers to their full potential and planning out every engagement. The end objective is the goal and how you get there and how you use the tools given to you can vary drastically with each playthrough (finished my 5th the other day). Like Metro, if you get in over your head without the right tools, you're as good as dead.
As for RTS, Starcraft: Brood War is the poster child for depth but it's age and interface make it hard to get in for newcomers so I'll use Company of Heroes instead. Company of Heroes is based on a few key principles: map control, unit usage, and purchasing decisions. All of these concepts are explained in the tutorial and campaign with simple examples and ease a new player into what they should be focused on. The depth/complexity in achieving these principles is intuitive (easy to learn once introduced) but also deep/complex (subtlety and nuance in high level play). With a few exceptions, the system is easy to learn and hard to master. Almost everything in the game is learned by doing and thinking rather than grinding out the best build order and using a set strategy.
What ties these game together is that on the surface, your goals are fairly simple but the toolset and freedom you're given and expected to use for those goals is open. Your problem solving and your game mechanics have to be operating in tandem. This is where most games fail to introduce depth/complexity by only requiring either slight refinement mechanical skill to solve the problem or some gimmick.
This is turning dangerously close to what my next blog post topics are going to be about: player skill vs avatar skill and skill ceiling.
@Ubersmake:
This goes back to the balance between "streamlining" and depth. X-com is one of my favorite games and yet I realize that there are some convoluted things (like picking the flare, changing weapon to backpack, throwing flare, changing weapon back) that could be improved. The problem is that most current designers see that and say: "Oh, this is complicated, let's go with the infinite flares method and call it a day." They look at "solving" the problem without considering the positive aspects of the current system. If you throw the flare a good distance, you put yourself at risk retrieving it under the light it brings (presumably in the open) while throwing it short doesn't offer much vision advantage but is safer.
In essence, game designers follow the path of least resistance rather than offering legitimate trade-offs or oppurtunity cost to gameplay. There are definitely problems with overly complex games and systems but the solution needs to take into consideration the positive aspects as well as the negative aspects before jumping to conclusions.
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