Sara Pickell 16 Apr 2008 at 9:03 pm PST
This article appears, to me, to have a good idea at it's core, but to have missed the mark in all of it's arguments.
Go would probably have been the best starting point to bring up. Place stone on board with a 19x19 grid, when a stone is surrounded in all cardinal directions it is removed. If a group of stones cannot expand in any cardinal direction it is removed. There are white and black stones, and the person who starts has a point handicap of 4.5 stones.
The game takes 15 minutes to learn, and a lifetime to master.
In the article it often confused mechanics and options. A player will always have more than seven options available at any given time in Counterstrike for example. They have to choose between move forward, back, right, left, forward-right, forward-left, back-right, back-left, up, down(crouch), up-fbrl, down-fbrl, up-down, up-down-fbrl, fire, secondary fire, radio message, say something over voice, check scoreboard. The human mind simply conveniently groups those as a few major groups, move to avoid getting killed, move to reach objective, attack enemy, change modes, gather information, relay information, defend something or someone.
This confusion distorts the message. You see, what you are looking for is not a lack of mechanics but an economy of mechanics. You want the mechanic that adds the most options, for the least confusion and annoyance. To use an example in the comments here, creating a sword sheathing/sheath moving mechanic would be detrimental to most games because of it's poor economy. It creates an annoyance that will probably be repeated many times over, it adds the game play of moving the sheath to the right, left, up or down, and it's only purpose in combat would be to interrupt the streamlined feel since anytime they wished to sheath the weapon they would return to the annoyance, and can even cause confusion as players have to learn how to sheath a sword or learn to sheath the sword in the first place along with any number of accidental miss clicks activating it.
Movement, on the other hand, is excellent economy. It adds a ton of options form moment to moment as well as creating larger arcs of moving from point to point. It adds dodging in any form, and, so long as walls can't be shot through, a cover system of sorts. All from a single mechanic. I may even go out on a limb and say that movement is, at the end of the day, the most economical mechanic in all of games.
But to sum it up, there really isn't any reason to say that you need to limit mechanics. There is how ever a good argument for being economical, and remembering how much of the game's present focus you have to divvy up at any given time.
...Or is she?mountain hare said:
http://www.gaxonline.com/profile/SaraPickell said:About Me
I'm a transsexual from Southern Arizona. I'm planning on entering the game industry.
The problem with this argument is that it still makes sweeping generalisations (though in a lesser degree then the article). What Bad complexity is is entirely subjective. It depends on what type of game you are going to make and thus your target audience. The above example might be out of place in a crpg like nwn, unnecessary tedious and detracting from the actual game. But in a survival game or a sim game this could add something to the game if it was properly executed.mountain hare said:One smart girl:
http://www.gamasutra.com/view/feature/3 ... r_game.php
Sara Pickell 16 Apr 2008 at 9:03 pm PST
This article appears, to me, to have a good idea at it's core, but to have missed the mark in all of it's arguments.
Go would probably have been the best starting point to bring up. Place stone on board with a 19x19 grid, when a stone is surrounded in all cardinal directions it is removed. If a group of stones cannot expand in any cardinal direction it is removed. There are white and black stones, and the person who starts has a point handicap of 4.5 stones.
The game takes 15 minutes to learn, and a lifetime to master.
In the article it often confused mechanics and options. A player will always have more than seven options available at any given time in Counterstrike for example. They have to choose between move forward, back, right, left, forward-right, forward-left, back-right, back-left, up, down(crouch), up-fbrl, down-fbrl, up-down, up-down-fbrl, fire, secondary fire, radio message, say something over voice, check scoreboard. The human mind simply conveniently groups those as a few major groups, move to avoid getting killed, move to reach objective, attack enemy, change modes, gather information, relay information, defend something or someone.
This confusion distorts the message. You see, what you are looking for is not a lack of mechanics but an economy of mechanics. You want the mechanic that adds the most options, for the least confusion and annoyance. To use an example in the comments here, creating a sword sheathing/sheath moving mechanic would be detrimental to most games because of it's poor economy. It creates an annoyance that will probably be repeated many times over, it adds the game play of moving the sheath to the right, left, up or down, and it's only purpose in combat would be to interrupt the streamlined feel since anytime they wished to sheath the weapon they would return to the annoyance, and can even cause confusion as players have to learn how to sheath a sword or learn to sheath the sword in the first place along with any number of accidental miss clicks activating it.
Movement, on the other hand, is excellent economy. It adds a ton of options form moment to moment as well as creating larger arcs of moving from point to point. It adds dodging in any form, and, so long as walls can't be shot through, a cover system of sorts. All from a single mechanic. I may even go out on a limb and say that movement is, at the end of the day, the most economical mechanic in all of games.
But to sum it up, there really isn't any reason to say that you need to limit mechanics. There is how ever a good argument for being economical, and remembering how much of the game's present focus you have to divvy up at any given time.
Which is pretty much what I tried to say earlier. Good complexity adds to the immersion and enjoyment of the game (eg. choosing which skills to invest in), bad complexity is just tedious and boring (eg. having to evacuate your PC's bowels every 12 hours in order to keep in him good health.)
pkt-zer0 said:...Or is she?mountain hare said:
http://www.gaxonline.com/profile/SaraPickell said:About Me
I'm a transsexual from Southern Arizona. I'm planning on entering the game industry.
Kaiserin said:I understand what the hell he was trying to say, which is more or less the same thing ya'll are trying to say everytime ya'll cry about 'press a to cry' in Fallout 3.
I have no idae why anyone cares about that "feature". It has even less relevance than cows and sheep that explode when clicked on repeatedly, and you can't really judge a game by its superfluous easter eggs.Brother None said:Hmm? I don't think so. The crying thing is a superfluous option that neither detracts nor adds from the game. Only if you add too much of that kind of nonsense, you get the Fallout 2-effect.
I wonder what would they say about System Shock 2?...
Imagine all the frustration we would have felt if Doom had included jumping.
The Codex thinks the author is a goof and quite frankly I agree.
Norfleet said:I have no idae why anyone cares about that "feature". It has even less relevance than cows and sheep that explode when clicked on repeatedly, and you can't really judge a game by its superfluous easter eggs.Brother None said:Hmm? I don't think so. The crying thing is a superfluous option that neither detracts nor adds from the game. Only if you add too much of that kind of nonsense, you get the Fallout 2-effect.
Araanor said:Someone hook this guy up with Victoria.
barzam said:Actually I kinda understand what that commenter tries to tell us about Oblivion. I spent some hours playing that game and I never could think of anything to do.. I ended up just running around outside. I guess you could put it that the options were plentyful but maybe not that interesting..
EDIT, KC: there are a few of those Sonic games for the DS as well :/
the opposite of what ghouls were ment to be (namely "feral" or "animal") in Fallout is the game
ViolentOpposition said:Put this guy in front of a game like Arcanum....
Starwars said:Putting the complexity issue aside for a moment, how *is* Bioshock as a stand-alone game? I don't care how it lives up to System Shock 2, but how is it on its own? Worth a playthrough?