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Carmack on New id Game, Game Theory

An anonymous reader writes "CNN/Money interviewed id Software wizard John Carmack at the recently completed QuakeCon. Among the topics discussed is Nintendo's recent announcement that today's games are too complicated and hard for players. Carmack, surprisingly, agrees, saying 'I agree strongly with that point of view, but I'm in the minority in the PC space. I want a game you can sit down with, pick up and play. [Role playing games], for example, got to where they had to have a book ship with the game.'"

123 of 484 comments (clear)

  1. Hes right.... by Anonymous Coward · · Score: 3, Funny

    I can't ever beat this new game I have, called 'pong'.

    1. Re:Hes right.... by saden1 · · Score: 3, Insightful

      Jokes aside, I like complex games because they make you think. Coming from science/engineering field I find challenging games more fun. Personally I think games are dumbed down and repetitive. I'm looking forward to Half-Life 2 because it is definitely going to be complex and entertaining. If Doom 3 is dumbed down, then it ain't for me...my little brother will probably enjoy it though.

      --

      -----
      One is born into aristocracy, but mediocrity can only be achieved through hard work.
    2. Re:Hes right.... by blixel · · Score: 3, Insightful

      Personally I think games are dumbed down and repetitive. I'm looking forward to Half-Life 2

      [no comment needed on my part]

    3. Re:Hes right.... by vaylen · · Score: 3, Funny

      With every game company killing themselves to sell to the people who shop at Walmart, is it any shock that this has happened? A majority of them would find "minesweeper" to be mind boggingly complex.

      --

    4. Re:Hes right.... by terrox · · Score: 3, Interesting

      Since when did RPGs not have manuals?
      I mean, any good RPG has at least a little system to drive it. Text Adventure games are quite complex, you can't guess how to play one of them but you can guess how to play point-n-click rpgs.

    5. Re:Hes right.... by snillfisk · · Score: 5, Insightful
      Jokes aside, I like complex games because they make you think. Coming from science/engineering field I find challenging games more fun. Personally I think games are dumbed down and repetitive. I'm looking forward to Half-Life 2 because it is definitely going to be complex and entertaining. If Doom 3 is dumbed down, then it ain't for me...my little brother will probably enjoy it though.

      There's a huge difference in making a complex game and making a game that makes you think; i really enjoy games that make me thing and promotes some sort puzzles and brain activity -- but I really don't want to spend 8 hours reading the manual before playing (even NWN seemed a bit excessive for me :>).. There is really no problem in making a game that makes you think without making a complex game. Pikmin for the gamecube is an excellent example .. it took about 3 minutes to understand completly, but it still made me have to think. Other games in the same genre would be the old "Castle of Dr. Brain" (maybe a bit simple these days), all Lucas Arts adventure games (great humor too!) and etc.

      IE; there is no need for a complex game to make you think.
      --
      mats
      One man's ceiling is another man's floor.
    6. Re:Hes right.... by hitmark · · Score: 2, Insightful

      bingo, just look at quake 1. the controls whre easy when nicely configures (hell they made the wasd+mouse setup the default for FPS) and your brain goes into animal mode, its nothing like sidestepping a rocket while spraying that oponent with nails and if you want to use a elevator you just run on it, push a button = bumping it and so on (envison the game char hitting hte button with his elbow or something, and when entering the elevator hammering the controls to make it move). its simple but damn fun:) sadly in the later day (post CS) realism mods where you have one button for ironsights, one for prone and 3-4 for gun addons have become the norm. i still find it more fun to fire up q1 then to fire up some of the hl mods out there, graphics be damned...

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    7. Re:Hes right.... by bmorton · · Score: 3, Insightful

      Simplified does not [necessarily] mean dumbed down. Chess is a very simple game with a very simple interface. It is not a dumb game, and I think you would be inclined to agree. :)

      You can still have an interesting game that doesn't require something like a driver's ed manual to play.

      *shrug*

      -B

    8. Re:Hes right.... by damiam · · Score: 2, Informative
      Chess is a very simple game with a very simple interface.

      Not really. You have to learn the movement patterns of each piece, castling, en passent, check and checkmate, fifty-move draws, repitition draws, touch-move, and a few other rules. And even then, you'll still suck at it. Chess is the sort of game you do need a manual for (or a tutor).

      --
      It's hard to be religious when certain people are never incinerated by bolts of lightning.
    9. Re:Hes right.... by Sethb · · Score: 4, Insightful

      Yes, but simple games can make you think too. Take Tetris as an example, it's a game that's simple to learn, but difficult to master, and quick thinking, reflexes, and strategy are all rewarded. Because it's simple, it has a lot of fans.

      While I own an Xbox, not a Gamecube, I think Nintendo is right here. Some of my favorite games of all time came out of Nintendo, and many of them are "simple". For instance, Mario Kart 64 is a masterpiece of gaming, and it is pretty easy to pick up, but hard to master, which is the hallmark of a good game.

      That said, I'm playing Star Wars Galaxies right now, which is supremely complex, and I don't even understand a lot of it, though I've been playing for nearly two months. It's still fun, but I can't hand it over to my wife or my dad for 10 minutes, and expect them to appreciate it at all.

      By comparison, my wife was hooked on Bust-A-Move in about 5 minutes, because the controls and rules are simple. My dad loves to play video games, if I play a game that has only a few buttons, he doesn't want to have to remember 40 combinations of buttons to play the game, so this is why he mostly likes racing games. Gas, Brake, Steer, Shift, okay, pretty simple, but the games certainly aren't easy.

      --
      When in danger or in doubt, run in circles, scream and shout. --Robert A. Heinlein
  2. New Games Not Hard! by Dareth · · Score: 4, Funny

    But that may be because I refuse to get rid of my rocking Voodoo3 3500!!! I install new game, it crashes... I swear a bit, then go back to coding. These new games are really improving my coding skills.

    --

    I only look human.
    My mother is a halfling and my dad is an ogre, so that makes me an Ogreling
    1. Re:New Games Not Hard! by MulluskO · · Score: 2, Interesting

      After years of reading Slashdot, I am always surprised that such a high-tech community seems to have such low end graphics accelerators.

      --

      Too busy staying alive... ~ R.A.
    2. Re:New Games Not Hard! by irc.goatse.cx+troll · · Score: 3, Insightful

      You forget, when you get truely high-tech you enter the 'right tool for the job' mindset. I get solid fps in all the games I want to play (and believe me, theres plenty), so I have no reason to upgrade. Theres no point in going into excess, and the high end tech sector knows that. Thats why I see 486s and pentium1s as mailservers all the time.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    3. Re:New Games Not Hard! by aardvarkjoe · · Score: 2, Informative

      What's your definition of "low-end?" There are really very few games available, even today, that aren't playable with a GF2. The fact of the matter is that graphics hardware is way ahead of the game manufacturers. Most of us would rather spend our money on toys that we can use.

      --

      How can we continue to believe in a just universe and freedom to eat crackers if we have no ale?
    4. Re:New Games Not Hard! by The+Revolutionary · · Score: 3, Funny

      right on man!!

      it will be a cold day in hell before I buy any of that NVidia shit

      3Dfx is a company that is committed to hard core gamerz and not those OEM mommy-buy-me-a-pc pussies at NVIDIA what pansies. screw their market share

      hey dude have you heard??? 3Dfx is coming out with the Voodoo4 line this fall.

      rumor at voodooextreme has it that it will include SLI support.
      wicked ass!!!

      studip nvid0t whores i'll take my 4-way Voodoo4 Dual-SLI aany day so SUCK IT

      sincerely,
      l33t mofo'n mast'a cira. summer '99

  3. A New Game... by Joel+Carr · · Score: 3, Funny

    Is it called Duke Nukem For-Never?

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    --
    Any man who can drive safely while kissing a pretty girl is simply not giving the kiss the attention it deserves. -- AE
  4. What... by soliaus · · Score: 3, Insightful

    This is why I still play tetris.

    --
    Speaking at Defcon 12 - Credit Card Networks Revisted: Pen
  5. Fun learning curves by Empiric · · Score: 5, Insightful

    For me, the main question isn't whether the game is "simple", or "deep", it's how the learning curve is implemented in the game.

    Going back to the original Doom, it was almost perfect in this regard. It hooked me with the first impression ("How are they *doing* this 3D perspective...?"--having messed with graphics routines in assembly *way* back, it was striking how impressive this was for the time) and kept me going with it's playability and pretty seamless introduction of the more complex aspects of the game (hidden areas, etc.). The game was fun regardless of how far you were into discovering all there was to it.

    I can't really get into most games in this way. It's not that I can't learn what other games require up-front, it's that there's no real motivation for doing so when there are games like Unreal Tournament I can enjoy immediately. And games like Ultima, well... yes, you can advance your character by numerous non-adventuring methods, but it ends up being rather mundane IMHO. I may as well go to work at that point.

    Personally, I think Heretic had a good feel for the right approach... there was a fair amount of depth there, but it was introduced as a natural extension of playing the game, rather than a required up-front learning curve. As an example from another game genre, Total Annihilation worked really, really well in this way too.

    --
    ~ Whence do you come, slayer of men, or where are you going, conqueror of space?
    1. Re:Fun learning curves by On+Lawn · · Score: 2, Insightful

      I was going to post something on how Carmack must have been talking about a simply console (as in text console) game like NetHack. But your comment really gave me pause.

      NetHack is a game you can almost pick up and play, as is BattleField 1942. By almost I mean that you can move around and shoot, but annoying things like reloading, people killing you can get in the way of having fun.

      NetHack has a really large spike in the learning curve between the first few levels, and surviving past 10 levels. 95% of my games didn't last past the first 6 levels (probably has something to do with playing a tourist all the time).

      Quake, Doom, BF1942 have simular spikes, right between getting the controls down and getting a somewhat survivable strategy down.

      Contrast that with Tetris, which you can master, and do pretty good at until the pieces come raining out of the sky faster than you can think. Its probably the secret to its addiction.

      But back to NetHack, I remember pouring through spoiler docs, guides and howto's only to keep getting killed in that most rooted game. In fact reading the manuals can be half (if not 90% in cases like WarHammer) the fun.

  6. Surprisingly? by HalB · · Score: 5, Insightful

    I don't see how this is surprising. Simplicity has always been key in the id games. When everyone else was doing "action" buttons, id still had you bumping into buttons to open doors.
    This simplicity and accessibility has earned them fans who don't like complicated games - they just want to play.

    1. Re:Surprisingly? by VistaBoy · · Score: 2, Informative

      Um...don't you remember in Doom? You had to activate switches and open doors with the space bar. You don't just run up to the door.

  7. disagree by Billly+Gates · · Score: 4, Interesting
    If I wanted a simple lets see how fast I can press buttons, then I would use a ps/2 or xbox and not a pc. I have console games. Zelda is the only one I like.

    Pc games are better for things like complex role playing games, internet cames, and even action because the keyboard and mouse is alot more flexible then a controller pad. I can move staffe left and right quicker and create my own macro's. Try staffing left, firing a weapon, and then change to the next weapon on a controll pad at the same time? You can do it but it will take longer and your aim will not be as good when doing it.

    Quake3 is pretty easy but it would suck on any other platform. For example even if it was an xbox lan enabled release, I could not download mods or new maps. Are there any and I mean any internet games for consoles?

    I am sick of the arguement that pc's are for work only and a console is for real games. I consider the pc a rolls royce of gaming and I am fustrated that most game developers now only concentrate on consoles. This is why dukeNukem continues on the ps/2 and why it was killed on the pc. I think executives who only look at installed units per platform and tell the developers to use only x instead of seeing that a particular game is more suited for the pc platform.

    1. Re:disagree by mabinogi · · Score: 4, Interesting

      Actually, Quake 3 was out on PS2, and it's pretty good as far as console FPS go...it still manages to have the same frantic feeling as the PC version.

      Though I'm certain that if it were possible to put console players against PC players in a multiplayer game, that the PC ones would win, since keyboard and mouse is definitely more accurate than a console controller. But that doesn't mean that the console version can't be fun too. There's a lot less black and white, one or the other things in the world than people like to think. Not everything that is a positive for one thing is a negative for another.

      The whole PC vs Console thing is stupid anyway.....
      Playing at a desk in front of a computer is an entirely differnt experience to sitting in your lounge room in front of your TV.
      One isn't inherently better than the other....they're just different.

      FWIW, the game I've spent the most time in front of in recent history is Morrowind, on XBox, and all things being equal, (which they more or less are between the PC and XBox versions of Morrowind), I'd much rather play a game I'm going to spend a long time on, sitting in comfort.

      --
      Advanced users are users too!
    2. Re:disagree by Osty · · Score: 3, Informative

      If I wanted a simple lets see how fast I can press buttons, then I would use a ps/2 or xbox and not a pc.

      If you really want a game where you see how fast you can press buttons, you should try WarioWare, Inc..

  8. Progressive complexity in FRPGs. by Black+Parrot · · Score: 2, Insightful


    Lots of FRPGs operate on a concept of "levels" of challenge, so it seems like it should be possible to start with low complexity at "level 1", and add in the complexity incrementally as the player enters new levels and gets opportunites to do new things.

    --
    Sheesh, evil *and* a jerk. -- Jade
    1. Re:Progressive complexity in FRPGs. by ceswiedler · · Score: 2, Interesting

      Something I wish FPS games would do more of is allow you to start playing the game at the hardest level. Often, they expect you to beat the game at 'easy' before letting you play it through (again) at 'medium' and then 'hard', where there are more goals, more monsters, etc. But I usually don't like to play the game again--once I've played the basic idea of every level, I don't want to go back again (in single-player mode) and beat them again.

      I would much rather play the game at 'medium' or 'hard' to begin with, so that beating the levels the FIRST time takes a lot of work. That way, the game lasts a lot longer. Quake2 was the last FPS game which I played where I could do this (though admittedly recently I haven't played many).

    2. Re:Progressive complexity in FRPGs. by Doc+Hopper · · Score: 2, Interesting

      If you're needing a gaming fix with scalable difficulty levels from the get-go, allow me to suggest Unreal Tournament 2003. If you crank the difficulty to the point where the very first match is close, you can expect pretty routine butt-whooping throughout the first couple of times in a level, and a big sigh of relief when you do win.

      I can play it through on Masterful, losing the first few (well, OK, in the case of the final deathmatch, the first 20 or so) matches before finally winning one and moving up the ladder. I've tried turning it up to Inhuman difficulty, but after the first three matches it's down to sheer good luck if I win or not, so at least I know where I rate on the "can't-beat-the-bot" scale :) Of course, online is a totally different story. The folks still playing UT2003 tend to be pretty amazing, and what some of them lack in "twitch factor" compared to bots at Godlike skill, they make up for in cunning and good timing.

      There are plenty of modern games with scalable difficulty levels -- you just have to find them, and be willing to crank up the challenge from the start. A kid over whom we had guardianship for a while insisted on playing through UT2003 in "Easy" mode so that he could win every time. Well, duh, within about an hour of play he complained how "boring" the game was and never played it again. Yet I can revisit it every few months and have a ton of fun for quite a while...

  9. Too complicated? by NanoGator · · Score: 4, Insightful

    Hmm I dunno if complicated is the word I'd use. I do feel, though, that not enough attention is paid to the UI in many cases. I remember when Zelda 64 came out, I was shocked that Link would jump automatically just by walking to the edge. No more jump button. *Whew* I was happy about that. No more worrying about hitting the button at the right time.

    I think Nintendo is one of the few companies who watches somebody play and says "What are the common mistakes they are making? What can we do to alleviate them?"

    --
    "Derp de derp."
    1. Re:Too complicated? by startled · · Score: 4, Insightful

      "I remember when Zelda 64 came out, I was shocked that Link would jump automatically just by walking to the edge. No more jump button. *Whew* I was happy about that. No more worrying about hitting the button at the right time."

      The correct answer is to eliminate long-distance, high penalty jumping puzzles. You know the type: jump at this exact pixel or you plummet to your death, and have to play half an hour to get back to it again (only to fail once more).

      The entirely wrong answer is to create a character who loves leaping off of narrow bridges into vast pools of lava when hyper-caffeinated me slightly twitches the joystick to the right.

      Good platformer: character runs up to the ledge, teeters, hangs off with his hands. If you wanted to jump, you woulda hit the jump button-- but you're no idiot and that's a giant lake of hot fucking lava.

      Bad Zelda: Link runs near the ledge, preps himself, and swan dives into a lake of hot lava because Link's a giant fucking idiot.

      If Nintendo wanted to get away from jump "puzzle" frustration, why'd they implement curvy narrow bridge over lava puzzles?

      To bring this back OT: simplification can be good, but you always run the hazard of doing it wrong (or pleasing half of your audience, like you, and pissing off the other half).

    2. Re:Too complicated? by Overly+Critical+Guy · · Score: 3, Informative

      If you "slightly twitch the joystick," Link doesn't jump. He hangs off the edge. If you ram the freaking joystick, then yeah, he'll jump. It's pressure-sensitive.

      --
      "Sufferin' succotash."
    3. Re:Too complicated? by _xeno_ · · Score: 3, Informative
      He was talking about Zelda 64, where Link was a moron when it came to not jumping. There was this section in the very beginning where you could walk across this bridge to talk to some girl for no real reason (she'd teach you about first person view - yay). The bridge was just wide enough for Link to walk on. You had to walk very slowly in order to avoid triggering the auto-jump. If you did that, then Link would grab on when he inevitably fell off the bridge.

      Part of this was exacerbated by the fact that the camera was "active" so "straight forward across the bridge" kept on moving slightly. The solution was to repeatedly "Z-target" or whatever to bring the camera back behind you so that forward remained up on the joystick and you didn't accidently find your "move forward" joystick position become "move slightly to the right and off the bridge."

      I can't recall being quite as frusterated with the Wind Waker controls, so I think they improved it for that game. But in Zelda 64, Link just loved to jump off ledges into bad places.

      In any cases, I wish game designers would remember that jumping puzzles suck. They're just frusterating, especially in third-person games when the camera likes to move and change your "run straight across the bridge" to "run straight for a bit then veer right and into the lava." In the case of the Wind Waker, this means no more stupid rope swinging puzzles. Nintendo: I'm glad you think manipulating the camera is an important skill, I find it to be a big nuisance!

      (Also annoying are FPS games where it's hard to judge when you're at the ledge so you can make your best leap across the gap, instead of falling into the lava below.)

      Any, the basic point I want to make, besides that jumping puzzles suck, is that the control in Zelda 64 and some of the puzzles were such that even moving the stick very little could accidently cause Link to jump off a cliff into the raging river below - mainly due to the camera having this annoying tendency to pan when you're moving slowly.

      --
      You are in a maze of twisty little relative jumps, all alike.
  10. It's all about choices by unfortunateson · · Score: 4, Insightful

    To continue the RPG complexity discussion: Final Fantasy I, on NES, was a blast: you chose characters, picked from a small selection of spells, and in general wandered wherever you wanted.

    The SNES FF's were less fun: they had static plots that had to be followed, and some battles that always went the same way. Yawn.

    I stopped playing them at FF7: you had a bazillion choices on how to equip your character with crystals and things, but no choice on what to do next.

    Fallout was fun, Fallout 2 had some corollary problems: So many choices that the character development was tedious.

    --
    Design for Use, not Construction!
    1. Re:It's all about choices by mabinogi · · Score: 5, Insightful

      The problem with the Final Fantasy series, is that the conplication went up, and they stopped being RPGs.

      RPGs can sustain complication, Interactive Movies can't.....

      I always cringe when someone releases a FF style game and calls it an 'RPG'.

      It's an RPG if the player gets to play a role, not push someone else's character through a script, no matter how many experience points you can get.

      --
      Advanced users are users too!
    2. Re:It's all about choices by LordLucless · · Score: 4, Interesting

      Neither Japanese (Final Fantasy) nor Western (Baldur's Gate) RPGs are true RPGs. In a true RPG, you could generate a character, write your own background, description, etc, and the plot of the game would integrate and work with the character. Unfortunately, we don't have any AIs capable of doing this.

      Japanese and Western RPGs have taken different routes, and neither is inherently better or worse. In Icewind Dale, I loved writing really long, descriptive histories for the characters. The thing that annoyed me was that, in the end, these histories meant bugger all throughout the game. Even if I made my character a morose, introspective type, the game would still popup conversation options totally counter to the characters personality. Even though my little fighter was raised by orcs from childhood, he is still forced to react to an encounter with orcs the same way any other character would.

      In the opposite way, Japanese-style RPGs weave the character's background into the story very tightly. Because they do this, they limit the gamers choice. It means in Final Fantasy VI, I can't make the protagonist a 6-foot, muscled black guy. I'm stuck with Terra. On the other hand, it means that at all times, Terra acts like Terra, reacts in ways Terra would, and is generally consistent with her own character.

      Personally, I prefer the tightly woven character-plots of the Final Fantasy series. But all of these type of games offer this trade off. Consider Baldur's Gate; All your NPCs were pre-generated, your own character had much of his background specified, and, as a result, the story of the Baldur's Gate series can be more tightly woven around the protagonist.

      Until someone in AI solves the natural language problem, we're going to be stuck with this tradeoff.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    3. Re:It's all about choices by Sparr0 · · Score: 4, Informative

      ry Elder Scrolls 3: Morrowind. with both expansions. as close to an RPG as youre going to get. the least linear story line (to the point that you can forget what story line youre on) of any RPG ever. the interworkings of the guild memberships, reputation, stats actual affects on the game, and a few other key features make the story the most diverse ever. Yes, in the end the conversation and story options are static, but they are so diverse that you might never notice it even if you play through the game 3 or 4 times (it takes hundreds, if not thousands, of hours to complete the entire game, but you can 'win' after playing only 5%).

    4. Re:It's all about choices by Dark+Lord+Seth · · Score: 2, Insightful
      In the opposite way, Japanese-style RPGs weave the character's background into the story very tightly. Because they do this, they limit the gamers choice. It means in Final Fantasy VI, I can't make the protagonist a 6-foot, muscled black guy. I'm stuck with Terra. On the other hand, it means that at all times, Terra acts like Terra, reacts in ways Terra would, and is generally consistent with her own character.

      Then again, Terra seriously rocks as an RPG character. Emotionally insecure former mass-murderer who isn't even completely human and has GREEN hair in a ponytail! The good bit is the green ponytail. But I more or less agree that true RPGs aren't available on computers, if you want those you're better of playing AD&D or any other PnP RPG with a bunch of serious friends.

      Serious people are important or else you'll end up with something I had, an RPG where 3 out of 5 characters are female (6 players total) with those 3 female characters constantly being raped and all because the DM was 16. The rest was even more silly, though I did like the bit about the vampire with fake teeth. I killed it. :) But I left those idiots as they started to play a DBZ campaign. AD&D is fun but roleplaying a guy covered in fluorescent yellow paint grunting like he's about to have an orgasm for about 20 minutes is not my forte.

  11. It depends on what mood.... by TheWart · · Score: 3, Interesting

    I am in. Sometimes I just need to load up a quick game where I can blast anything that moves; and other times I want a game with a bit more depth. I think the industry defenitely has both genres right now...so I fail to see what he is really griping about.

  12. Games have gotten a bit too complex to be fun by DaLiNKz · · Score: 5, Insightful

    I agree. I play a MMORPG called "Legend of Mir". MIR2 was coded in delphi and operates at 800x600@8bit. Ironically, even after Mir3, which uses 3d acceleration and 16bit graphics, mir2 still holds as the top game in china. The reason really is because of the complexity. They added a large number of additions to mir3 take made the game much more difficult to play, much more to do simple tasks.. Its why only about 300,000 players in china play mir3 over the 700,000 on mir2.

    Then again, mir2 totally flopped in English countries, but mir3 seems to hold promise. Maybe us americans and (the) brits rather complicated games? :) Personally I rather MIR2, but mostly because i'm lazy ;) (MIR2: http://www.mir2.co.kr (korean) - http://www.legendofmir.net (english) MIR3: http://www.mir3.co.kr (korean) http://www.legendofmir3.co.kr (no (official) english sites (though the server software has been leaked for months now)))

    --
    I've left to find myself. If you happen to see me, please, keep me there until I return.
  13. Very interesting by JediTrainer · · Score: 3, Insightful

    Reminds me of my recent experience learning (with everyone else) how to play Wolfenstein: Enemy Territory

    This is *definitely* not a game you can just pick up and start playing. Sure, you can run around killing others, but in order to help your team complete their objectives, if you run around clueless you might actually be hindering them.

    It took me quite a while to figure out where everything was, and also how to use the various player classes and their weapons/tools. Also took a long time to figure out the maps, what to construct and what to blow up. But the game was interesting, and worth learning. It took an investment of time and patience, but it paid off.

    I suspect a lot of people aren't willing to make that kind of investment, or aren't able. Heck, I only get a couple of hours per week to play. So I just want to sit and play!

    --

    You can accomplish anything you set your mind to. The impossible just takes a little longer.
    1. Re:Very interesting by GregoryD · · Score: 2, Interesting
      Trying to get a Counter Strike player to play Wolfenstein:ET is like trying to show a 3rd grader algebra. Getting a Wolfenstein:ET player to play the original RTCW is like getting an algebra student into a dicussion of quantem theory with Stephen Hawking.

      Many Return to Castle Wolfenstein players have been trying to turn on many people to RTCW but no one wants to seem to learn.

      They see the 40 second respawn time and want to quit immeditaly. They just can't learn *NOT* to hit the space bar and instantly go into limbo. They don't realize there is a good chance of a medic picking them up. You need to learn the in's and out's.

      Wolfenstein:ET is like the beginner class to RTCW. ET is starting to show its problems, experinced RTCW players saw its problems from the start and now they are starting to come out for clan play. Its only a matter of time before it leaks to average public games.

      I play with many many gamers here in Grand Rapids, that would do nothing but deathmatch all day. I try explaining to them deathmatch is like masturbation without orgasm. You do a whole lot to get to an end, and at the end its dissapointing. Whoopdie freaking do.

      With objective based games, you could be pounding away at a defense for 28 minutes to finally get a dynamite planted, only to have an enemy attempt to diffuse it, them get blown away by a rocket, and his friend comes over to diffuse it sucessfully with less then a hundreth of a second till detonation. It is so much more exciting then just pointing and clicking. Don't get me wrong, there is plenty of pointing and clicking, but it is far more important to know WHEN AND WHY to point and click.

      With an objective based game, you have to actually think and stratagize as a team. In Counter Strike, a "tactical" shooter, stratagy is as complex as: "everyone follow me". That doesn't work in RTCW. You need to juggle classes, positions, ammo, airstrikes, etc...

      Best part of playing ET for me is that since the game is so complex I know it all and people who don't know it all call me a cheater :)

  14. Simple games rule. by tambo · · Score: 5, Insightful

    You know, when I look back at the thousands of games I've played, two distinct groups stand out.

    There are the wildly ambitious ones (Star Control II, Zelda, Ultima Underworld, Alternate Reality, Castlevania: Symphony of the Night... even Dungeons of Daggorath - yeah, I'm 0ld-sk00l!), which are fun to play and revisit... but you wouldn't, y'know, sit down and play them for 20 minutes.

    And then there are those simple but ridiculously fun games. Tetris, Bust-a-Move, Dance Dance Revolution, Scorched Earth, Discs of Tron, Minesweeper, Archon... really simple concepts, but you can lose frightening swaths of your life mastering your skills. It's not that they're oversimplified. They've just got a really rewarding learning curve.

    One of the modern champions of the latter is PopCap, of course. I've spent ridiculous amounts of time playing Insaniquarium, to name but one.

    - David Stein

    --
    Computer over. Virus = very yes.
    1. Re:Simple games rule. by Briareos · · Score: 2, Insightful
      There are the wildly ambitious ones ( Star Control II, [...]

      And then there are those simple but ridiculously fun games. [...]

      Actually, in the case of Star Control II you can have your cake and eat it to - play the whole game for the big plot and story, and melee mode if you just want to have fun for those spare 20 minutes you've got...

      np: Sole - Tokyo (Selling Live Water)

      --

      "I'm not anti-anything, I'm anti-everything, it fits better." - Sole

  15. Games for which group of people? by lostchicken · · Score: 2, Insightful

    The people who play FPS games are usually not the same group of people who play RPGs (the pen and paper type) and people often forget that.

    And those who do play both play them for different reasons. The FPS is designed to make you work on instinct, giving your higher-order brain functions a rest, while RPGs do the complete opposite. You want RPGs to be complex and require much thought, but if you make somebody think really hard about a FPS, you've defeated the purpose of that genre.

    --
    -twb
  16. And the most popular computer game is... by DotDotSlasher · · Score: 2, Interesting

    The most popular computer game is, of course, Solitaire. It grates me to no end that so many games have come & gone, but people keep going back to Solitaire. It's a simple game.

    I have given up on many games -- maybe because something didn't get me involved, but a good part of the reason was the game was too complicated. I didn't want to think that much, and left it for later. (still waiting, btw)

  17. agree by trolman · · Score: 3, Insightful
    I have to agree that the PC is the top end platform but not for point and shoot gaming instead for simulations that require thought and this then results in the requirement for a manual and thus reading of said manual.

    Point and Kill is great if you are teaching zombies to assemble widgets at minimum wage?

    1. Re:agree by tedrek · · Score: 4, Funny

      Point and kill is much better for teaching zombies to disassemble widgets...

  18. Let the market decide by FeloniousPunk · · Score: 4, Insightful

    Why the need for all the pseudo-intellectual debates on "whither gaming?" If Carmack and whoever else think that there's a demand for simple games, then they should build them. If there really is a strong demand for such games, he/they will make a lot of money (or even more money, in the case of Mr. Carmack). Meanwhile, other developers will make more complex games that appeal to other segments of the market, and make money that way. It's really quite simple.
    Role playing games didn't "get to where you needed a book to play them." The ones he probably had in mind (I'm guessing the Baldur's Gate games) are based on a famous old pen and paper game that required MANY books to play, as far back as back in the day. There are a lot of people who like these sort of games (D&D has been around since the 70s) and sales certainly support their further development. The market for games is hardly monolithic and there is plenty of room for both simple and complex games.

    --
    I know this because Tyler knows this.
  19. It's true. by Chess_the_cat · · Score: 2, Interesting
    Games today, especially PC games, have way too much detail and too many variables to be any fun anymore. For example, I really admire the Simcity series and appreciate how much detail is in a game like Simcity 4. But there are so many variables that you don't have any control over the game anymore. (Not to mention the fact you need 2GB of RAM just to get the thing to run at a half decent speed.)

    You might say "But that's the whole point with a city simulation; chaos. Maybe. But once you realize that no one player could possibly micromanage so many details it gets frustrating and boring. Simcity 4 should be played by a computer. I remember being a kid and picking up Simcity for the SNES and I got right into it. It was easy but that didn't mean it wasn't interesting.

    Shite. Look at any game on the NES. When you were a kid you threw the manual and the box away. You didn't need a manual to figure out how to play Excitebike or Balloon Fight. Now I have to keep a library of game manuals and a separate library of strategy manuals just to play a game like Civilization III.

    The only genre that hasn't been affected by this is the FPS. Once you've learned WASD you're all set. I love that feeling of loading a brand new game and just knowing how to play it. The last time I felt that way I was playing Medal of Honor.

    Then of course there's the in game tutorial which has become standard. Except for the tutorial in Black and White (which doubled as an introduction) which was really well done I get so bored listening to and reading the instructions. I just want to play.

    It's still not so bad on the consoles. I have a Cube and I love it. Games like Pikmin and Animal Cracker have short little manuals on the interface; the rest of the game is up to you. Miyamoto is a genius like that. One or two buttons and that's all you need to know to interface with the game. F-Zero is out Tuesday. Will I have to read the manual? No. I'll even bet I know what the manual will say: A: Accelerator. B: Boost. L/R: Hard Steer. Simple. Will I be hooked on it for months? Yes.

    --
    Support the First Amendment. Read at -1
  20. New genre by RealRav · · Score: 2, Insightful

    Guys, don't get me wrong, I love FPS and can sit there for hours, but its time for something new. What ever happened to creativity in games? Marble Madness. Tempest. Hell even Pacman was original. It's time for a new genre. I'd even be happier if the word genre was never used in terms of video games today. Make something new and interesting, I'll buy it. I'm sure there are plenty of others that feel the same way.

    Dreams are better as dreams than reality.

  21. Re:Shoot-em-ups by tuffy · · Score: 3, Interesting
    People don't want pure shoot-em-ups.

    Are you sure? Perhaps you want something more complicated than a pure shoot-em-up, but I'd wager there's a large number of gamers that do want something simple to get into, which is the whole point of the article.

    --

    Ita erat quando hic adveni.

  22. maybe just me by dollargonzo · · Score: 4, Interesting

    but i always liked games where you were actually led through the game. obviously, there are games that offer virtually unlimited complexity like chess and go, but computer games are quite different. obviously, it is harder to guide a player instead of just creating a bunch of levels he has to get through (which isn't easy either), and arguing about controls is not the right way to go, here.

    although a lot of games *do* include tuturials and training missions, etc, it can be difficult to pick up a game because of it. arguably, what a game needs is that each mission/level require a limited subset of skills, and as the game progresses, combine those learned skills, instead of just throwing more monsters at you.

    probably my favorite computer game of all time was freespace 2. sure, i like simulations better than FPS and many other genres, but at the same time, it really gave you the feeling of being a part of a "war", mission by mission. the only thing it lacked was cooperative campaigns.

    anywho, a lot of modern games lack fantasy: innovation in game play. RPGs have lots of spells, FPSs get you to shoot lots of people, etc. if someone has been playing FPSs or RPGs for a long time, they can get into a new game of the same genre easily. however, when i see a new FPS, i think of it as just that: a new FPS. i want something original!

    look at it another way: you are marketting to tech geeks a lot of the time. tech geeks like to build things (like carmack and his rockets) why not translate this kind of interest into a game? mindrover was great for this reason. you actually had to think a little to be good at this new type of game.

    --
    BSD is for people who love UNIX. Linux is for those who hate Microsoft.
  23. Re:Today's players are too simple for the games by SlashdotLemming · · Score: 3, Insightful

    It has to be said. After years of learning to use only four neurons, today's game players can't even pickup the basics of the current crop of games...

    Now here we have a classic examples of a "the common people are so stupid" post. Its a variation of the often seen bandwagon post. In this instance, a reader sees a condescending remark about the intelligence of the average person and thinks, "You know, he's right, the common people are so stupid. Sigh". The sense of belonging and increased self-esteem are defense mechanisms. The poster posting the message and the reader agreeing with it are exhibiting subconscious methods of bravery in an uncertain world. By creating an artificial bond of perceived intellectual superiority, all involved gain a temporary confidence.

  24. This is Carmack we're talking about here. by Plix · · Score: 5, Interesting

    Carmack has traditionally taken the stance of environment and fast-paced action over character development and gameplay. This is nothing new.

    id has long followed the idea that a game should be build around the technology and not the other way around which is simply not the way to create a game, it's the way you create a technology demo or benchmarking software. At one point in time games had plots, scripts, characters, and progression laid out before the engine was written (or incorporated in the case of licensed code). At that point in time it was simply unrealistic to try and write a game completely for the "wow" factor because graphics technology was simply to primitive to impress anyone enough in that regard to buy the game.

    1. Re:This is Carmack we're talking about here. by Elwood+P+Dowd · · Score: 4, Insightful

      You've got it backwards, pal.

      Back then, it was essential to know the machine because otherwise you couldn't get a playable game out of it.

      Now, due to the work of Carmack and the other nuts 'n' bolts guys, we can make games like GTA3, KOTOR, etc. and the designers won't really have to worry about whether the computer can keep up. They concentrate on plots, scripts, characters, and progression.

      Anyone who thinks video games are going downhill simply isn't paying attention. And they're playing the wrong games.

      --

      There are no trails. There are no trees out here.
  25. First person shooters by Ex-MislTech · · Score: 4, Insightful

    Well AFAIK , Carmack just makes first person shooters .

    So he has been thinking mostly in one box .

    RPG's are following a layout similar to paper
    ADnD that was laid out close to 30 years ago .

    RPG's are suppose to be somewhat thought prevoking
    instead of a simple trigger happy gore fests .

    Trigger happy gore fests have their place, but the
    other genre by no means should be displaced, or
    disrespected because it takes grey matter to play it .

    The eccentricity of alternate worlds, and solving
    the social and spatial puzzle is part of the endearing
    quality of RPGers .

    since when were books or PDF's/readme's a bad thing ???

    Have we gotten too lazy to read to have fun ???

    Peace,
    Ex-MislTech

    --
    google "32 trillion offshore needs IRS attention"
  26. You are quite simply wrong by LordZardoz · · Score: 5, Insightful

    Your comment is so painfully wrong that I cannot post my initial thoughts if I dont want to be labeled flamebait.

    Todays current crop of gamers is largly composed of yester days crop of gamers. People like you, and myself, dont need to be sold on gaming as a viable hobby. The problem is that the games you and I like are not attracting any new gamers. Let me put this more plainly.

    Everyone who wants to play complicated games is already doing so.

    Further more, your understanding of the idea of simple games is way off. Carmack and Nintendo are not saying that we need to make games for the mentally deficient. They are saying that there is a shortage of games that you can just pick up and play for 5 or 15 minutes at a time.

    As an example, take a serious look at Chu-Chu-Rocket (Dreamcast), or Super Monkey Ball (1 or 2, both on Game Cube). You dont need to play a 15 tutorial to figure out everything that you can do in the game. If your not brain damaged, you figure it out in about 3 minutes. Super Monkey Ball is especially good for this. You can literally hand it to any random person on the street and they will know basically what they are doing in 30 seconds. Can you say the same for Quake? Starcraft? Warcraft?

    The Old School games that fit this are Donkey Kong, Pac Man, Asteroids, Space Invaders, and the like.

    No one is going to pick up a game for the joy of feeling like an idiot.

    END COMMUNICATION

  27. Re:I hope his was misquoted by tuffy · · Score: 3, Insightful
    I mean, c'mon. For 25 years RPGs have always been about the books, the manuals, the spellbooks, the monster compendiums. If my RPG didn't come with a book, I'd be a little worried. In fact, when I purchased a used Wizardry 8 without the manual, I nearly lost it.

    Why must a computer RPG require a large manual? While memorizing the importance of "tiltowait" from a book might be nice and satisfying, why can't I simply ask the game for this information? And if a game has a complicated battle system, why not include a basic tutorial so the player can experience how things work and why. Even relatively complicated console titles like "Advance Wars" have these sorts of features, so I don't see why a modern computer game shouldn't.

    --

    Ita erat quando hic adveni.

  28. Re:Today's players are too simple for the games by Shaklee39 · · Score: 2, Insightful

    Or maybe we do not like to waste time on those games. I was in to RPGs for a long time and there was a very steep learning curve compared to most games. Even if you read the manual, there is still more things that just keep gobbling up your time and without learning them, you will not have a good character. I for one enjoy a mindless game like doom or racing where almost everyone has an equal playing field without spending hours each day playing it.

  29. You don't need a book! by SharpFang · · Score: 3, Funny

    You don't need a book to play RPG games! It's lame to count lines and words on given page anyway! Just get a crack instead!

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  30. The Rare Gem by Trent+Polack · · Score: 5, Interesting

    I totally agree with John in some of what he says. Games these days are too complex at times. The average MMORPG takes a few weeks, at the least, to really get the hang of. Some RPGs are even rather complex in terms of play mechanics, character advancement, UI manipulation, etc. However, while games may have a steep learning curve, they REALLY are lacking in the depth and difficulty of the games of yester-year.

    I remember playing a game called Star Tropics back on my NES when I was 5-6. That game made me absolutely stretch the limits of my fresh-out-of-the-oven mind. Some of the puzzles in the game were so difficult that, at times, the game became a family affair, with both of my parents trying to help me figure out the puzzles necessary to advance in the game. Speed ahead a couple years to Land Stalker on the Genesis. A game in a very similar vein to the previously mentioned Star Tropics. Only 3 buttons were required to play, the menus were, at most, 1 level deep, and the gameplay was fueled by a sword, a jump button, and a special item. There were some puzzles in that game that, literally, took me WEEKS to figure out.

    These games weren't difficult in the "cheap" sense that a lot of today's games are. Land Stalker and Star Tropics both presented the answer to a puzzle, but it really took some brainpower. Recent RPGs (final fantasy, Baldur's Gate, NWN, etc.) just don't give that complexity. THey give you hard enemies that take a high level to beat. Whoop-dee-fucking-doo. I don't want to spend hours leveling up in mind-numbingly simple battles! I WANT TO USE MY BRAIN!

    Every now and then (maybe twice a year, if we're lucky), a game is released that really dwells in the roots of gaming. My recent favorite games that are hard in the sense that they require brainpower are Big Huge Games' Rise of Nations (which is complex in that it has a HELL of a lot of stuff to do) and the recently released Star Wars: Knights of the Old Republic (Bioware), both of which greatly surprised me with their depth and challenge. KOTOR really surprised me, in that it was an RPG... And it was based on the D&D ruleset... But the game was totally open-ended (left things up to the player), had some tough little puzzles, was action-packed while still staying true to RPG roots, didn't take weeks to get over the learning curve (it didn't even take a day, just a mere hour or two until you really knew what was going on) and didn't try to take up 100+ hours of the player's life.

    Games designers really need to quit trying to make "sure bets", and try to innovate genres (like KOTOR and Rise of Nations)! I've had my fill of games like Unreal 2k3, Tomb Raider, Final Fantasy, and other cookie-cutter games. Let's see some INNOVATION AND CHALLENGE! Challenge and depth can, very easily in fact, be presented in a simple and easy-to-pick up manner. If an 8-bit NES game, that had a two-button controller, can make a game that stretches the minds of its players, then why can't a PC or an XBox game?!

    --
    Trent Polack
    www.polycat.net
    1. Re:The Rare Gem by Silvers · · Score: 2, Interesting

      "These games weren't difficult in the "cheap" sense that a lot of today's games are. Land Stalker and Star Tropics both presented the answer to a puzzle, but it really took some brainpower. Recent RPGs (final fantasy, Baldur's Gate, NWN, etc.) just don't give that complexity. THey give you hard enemies that take a high level to beat. Whoop-dee-fucking-doo. I don't want to spend hours leveling up in mind-numbingly simple battles! I WANT TO USE MY BRAIN!"

      Ah, how amusing.

      You will only find what you are looking for. I'm sorry you feel the only way to win a battle in BG2 is to go out and level such that the fight becomes trivial, as you missed what I believe is the most fun portion of the game.

      Figuring out a process and selection of skills/abilities/placements/target selections etc. to win an otherwise almost impossible fight is 99% of the fun of BG2. Ofcourse, after you tackle all the hard fights, you really are way too high for the content you are supposed to be at, which becomes quite easy and boring until you open up the next set of sub-quests and diffulcult fights.

      Maybe if you open your mind and challenge yourself you might enjoy these triple-a titles more.

  31. internet games for consoles by swg101 · · Score: 2, Interesting

    There are several games that allow you play online. The PS2 with the network addon, and the XBox all have sports games (Madden, et.al) and FPS games (SOCOM) that allow multiplay online. You can even replace the control pad with a keyboard and mouse. The graphics resolution on the PC is still better than the on the TV

    --
    Like pi? Try 10,000 digits.
  32. Re:Today's players are too simple for the games by HBI · · Score: 4, Insightful

    Now here we have a classic examples of a "the common people are so stupid" post. Its a variation of the often seen bandwagon post. In this instance, a reader sees a condescending remark about the intelligence of the average person and thinks, "You know, he's right, the common people are so stupid. Sigh". The sense of belonging and increased self-esteem are defense mechanisms. The poster posting the message and the reader agreeing with it are exhibiting subconscious methods of bravery in an uncertain world. By creating an artificial bond of perceived intellectual superiority, all involved gain a temporary confidence.

    All true, but that does not negate the truthfulness of the parent poster's statement. The population is dumbed down. How it happened is more complex than just video games - the educational system played its part as well, but people are less well educated today than 25 years ago and it shows in their amusements.

    --
    HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
  33. Re:Today's players are too simple for the games by HRbnjR · · Score: 4, Insightful
    By creating an artificial bond of perceived intellectual superiority, all involved gain a temporary confidence.


    Oh, the irony of your post :)
  34. I agree too by inaeldi · · Score: 2, Interesting

    I really miss the days of side scrolling games such as Super Mario Bros, Sonic, EWJ, etc. That's the main reason why I bought a Gameboy Advance, because it's the only real source of those games left.

  35. I'm too smart to waste time. Gimme a simple game. by NotQuiteReal · · Score: 2, Interesting
    Really, I want to have some thing entertaining that I can "pick up" quickly. Despite that fact that I read /. I am not a total geek.

    I like playing games, but I do have a life. I can't spend too much time getting into it. Just point, shoot, kill. Let me find new stuff to kill for 15-20 hours and I will feel I've had my money's worth.

    Then I go online and play the same game I just learned against others and it doesn't matter that it doens't stay new. If it is a good game, live people as opponents will keep it interesting.

    --
    This issue is a bit more complicated than you think.
  36. Re:Today's players are too simple for the games by Overly+Critical+Guy · · Score: 2, Interesting

    The parent is an example of the cynical self-aware post, in which nihilistic criticism is preferred over subjective reasoning. In such a mindset, there are no ideals or beliefs, because all is exposed as a neverending pattern.

    --
    "Sufferin' succotash."
  37. Wizard by Andy+Smith · · Score: 4, Funny
    CNN/Money interviewed id Software wizard John Carmack
    Coding wizard, games wizard, and now just plain-old wizard. Is that a promotion or demotion?
  38. if you like new games, play them. if not, don't by turnermatt44 · · Score: 2, Insightful

    When you're talking about computer games, you must understand that the new generation of games is being directed towards the new generation of gamers. Being one of them, and going to school with many other hard-core gamers, I can tell you that today's generation is looking for something they can get into, something they can talk about with there friends for hours. Personally, I have heard more about the new Star Wars Galaxies, in the last several months, than I have any other game, (and I don't even own the game). This is because SWG is offering, literally, a whole universe of options. In this game, role playing is a very key concept in creating the best player you can, and this is what is keeping people interest. Role playing even takes place outside of the game itself, trust me, I've seen it. There always talking about where the best place to buy what is and things like that, but that's all beside the point. If you're looking for a PC game you can sit down and play with out having to think too much, just play Half-Live Counterstrike. I have several games that are newer, have better graphics, and whatever else, but CS is the game I frequently find myself coming back to. Its interactive action game and the only thing you have to "think" about, is what gun to buy at the start of every round.

  39. Re:Today's players are too simple for the games by Politburo · · Score: 5, Insightful

    Very hard to say. 25 years ago the personal computer didn't exist. The game console was in its infancy. It's practically impossible to compare entertainment of 25 years ago to today, and come out with a rational conclusion on the intelligence of the people.

  40. Compare and Contrast! by Anonymous Coward · · Score: 3, Funny

    Gandalf the Grey vs. John Carmack

    Gandalf:
    Came out of the West and dwelt in Middle Earth.

    Carmack:
    Born in the West and dwelt on Earth.

    Gandalf:
    Produced wonderful fireworks and exploding rockets.

    Carmack:
    Produces rockets which may or may not explode.

    Gandalf:
    Wields Glamdring quite handily.

    Carmack:
    Wields a C compiler quite handily.

    Gandalf:
    Fell in battle to a Balrog, Daemon of Morgoth.

    Carmack:
    Fragged a few cacodaemons in his time.

    Gandalf:
    Rides around on a speedy tricked out horse.

    Carmack:
    Rides around in a speedy tricked out ferrari.

    Oh, come on, I haven't slept in over twenty hours. :p

  41. Re:I hope he was misquoted by Torgo's+Pizza · · Score: 2, Interesting
    No one said that it had to be a 255-page tome. Part of it is the mystique and the other part informative. A good GUI interface will go a long way to making things easy for the player in a RPG. For instance, the Baldur's Gate interface can map keys to your heart's content while providing all the necessary information in the game by right-clicking the spell scroll.

    Any good game designer knows however that anytime that you have the player flip over to the in-game reference, it jolts you back to reality. Having a printed manual let's you study away from the game (like in the bathroom, the best place for study) and nothing beats paper for quick reference.

    I mean, is Carmack going to start bashing tech-trees in strategy games next? Hey, he's good at making game engines, but I'm taking the word (and work) of masters like Brian Reynolds, Sid Meier and Bruce Shelley. Never mind that Warcraft and Starcraft use them as well. There's something to be said for simplicity, but there is something else called depth in game design, something that has been lacking in id Software releases of late. (Sorry guys! We're still on for lunch right?)

    One last thing that I didn't cover but mentioned above. It's just cool to have the books. I shelled out the extra money to get the Ultima IX Dragon edition. Yes, I wanted to smell the cheap fake plastic leather covers of the spell books. I remember pouring over the details of all my 2nd Edition AD&D manuals. It added to the history of the game. There was a whole world to conquer and these books showed the way. The wealth of the material made me realize that the world was my burrito. So what if some games have a lot of controls. Does it prohibit the average gamer from playing an RPG? Not really because he/she is more apt to not play because it isn't their type of game. It does add to the experience though. It's okay to innovate, but not at the expense of gameplay.

    Note: Major props for usage of tiltowait. Werdna forever.

  42. Better interview by trite · · Score: 5, Informative

    There is a much longer and more in-depth interview with the Carmack over at Gamespy. Basically the source for the CNN article.

  43. Re:Games by noda132 · · Score: 2, Interesting

    Yeah, I was about to post about Half-Life myself. It does have relatively complex controls. But everything is brought in so smoothly that it never overwhelms.

    And teleporters and the "long jump" only came in about 2/3 of the way through the game. Weapons were spread out perfectly... that game was good :).

    Lots of games seem to throw in the Tutorial and intro levels as an afterthought. It's easy to spot the difference between, say, Return to Castle Wolfenstein (a typical shooter) and Max Payne (an original shooter with a great tutorial).

    Now a totally different topic: Anybody else notice KDE/GNOME comparisons? Complex games compared to simple ones?

  44. Re:Shoot-em-ups by bersl2 · · Score: 2, Informative

    Just for kicks, check the latest Gamespy Grudge: Strategy vs. Blowing Stuff Up

  45. Simplicity by hackwrench · · Score: 5, Insightful

    There's simplicity and there's simplicity. A Gradius type game can have only one button for shoot and the navigation keys and still be more complicated than a game that has one button for picking up stuff, another button for opening treasure chests and another button for opening doors. There's interface complexity and then there's gameplay complexity. Both can make a game too difficult for the player.

  46. Shareware fills that bill nicely by msobkow · · Score: 2, Interesting

    If you're after arcade shooters, there are some good ones in shareware-land. Some are even worth the $5-10 contribution asked for, and have received mine.

    There are also the occasional simplified arcade-style shooters like MDK2 or Tsunami 2265 that come out. Unfortunately, they get roasted royally in the reviews for their simplistic play style, plummet down the sales charts, and are lucky to break even on the development costs. (OTOH, some like Tsunami 2265 deserve a good roasting for stupid things like not allowing mouse inversion. Idiots!)

    --
    I do not fail; I succeed at finding out what does not work.
  47. interface design by X_Caffeine · · Score: 5, Insightful

    3D engines aside, Carmack's real genius might be for interface design. His comments about about the game interface perfectly mirror those of people like usability guru Jakob Nielsen, the developers of the classic Mac OS, and even industrial designer Jonathan Ives: good design is made by simplifying and removing elements; less is more!

    Carmack has replaced the "use" key in Doom 3 by making the targetting reticle "context-sensitive"; when the character is within arm's reach of a switch or door and the reticle is over it, the gun drops and an open hand hovers over the object. The "fire button" does exactly what you would expect.

    This is the reason for Linux's failure to reach mainstream desktops, despite a GUI and window manager that is easily as good as Windows (and even in some ways superior to any version of the Mac OS). Rather than striving for intuitive design that doesn't need excess buttons and options, the designers of desktop software throw as much crap into the forms and menus as they can fit. LESS IS MORE

    (note that I understand that advanced users should have the options they want access to; bury stuff that doesn't need to be used constantly and by most users in an advanced options dialog somewhere!)

    --
    // I will show you fear in a handful of jellybeans.
  48. Sure, Carmack is a smart game designer. by Nova+Express · · Score: 5, Funny

    But he's no rocket scienti--

    Oh, wait.

    --
    Lawrence Person (lawrencepersonh@gmailh.com (remove all "h"s to mail)

    http://www.lawrenceperson.com/

  49. Re:Today's players are too simple for the games by Alien+Being · · Score: 2, Insightful

    "basic game-playing skills"

    Concentration, logic, coordination, spatial relations, memory and fast reaction times are some of things I would classify as basic game-playing skills.

    Learning control maps and countless details about which weapon/scroll does what don't qualify as amusement for me. Games like that have always left me cold.

  50. Re:Today's players are too simple for the games by HBI · · Score: 2, Insightful

    Very hard to say. 25 years ago the personal computer didn't exist. The game console was in its infancy. It's practically impossible to compare entertainment of 25 years ago to today, and come out with a rational conclusion on the intelligence of the people.

    I suppose my own personal experience would be far too unscientific for your purposes, but perhaps a full study will someday be conducted to validate this.

    I have a few data points.

    -Recalibration of SAT
    -Nature of textbooks, then and now
    -Trivial facts retained by those schooled in the 1960-75 period versus now - the word inertia comes to mind. Try that on a smattering of people schooled today and see how many correct responses you get.
    -Geographical knowledge demonstrated by age group
    -Nature of amusements - compare board games and pencil/paper RPGs to the lowest common denominator video games of today in terms of brainpower required for comprehension.

    We could go on, but maybe my view is skewed because I was alive then, as now, and see the differences clearly.

    --
    HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
  51. Re:Today's players are too simple for the games by Kirby-meister · · Score: 4, Insightful
    That's just stupid. Simple doesn't just exclude depth.

    Something that is easy to pick up is not inherently shallow. Play a game like Super Puzzle Fighter II Turbo, Super Smash Bros Melee, hell even Tetris. Controls are simple to pick up, fun to play, easy to learn, but it is tough to master such games, and there is an extreme amount of depth hidden to be found by the not-so-remedial game players.

    Easy to pick up, tough to master - a simple game that's fun to play. That's why today's "current crop" games seem to suck more ass than before.

    The difference between a good player and a "remedial" one is not the ability to read a fucking manual to learn all 400 ways to buy an item - it is being able to pick up on all the rules one can "bend" or take advantage of very quickly while playing the game. Parent is stupid, next post please.

  52. The Great Walls of Gaming by LPetrazickis · · Score: 2, Interesting

    The fact that people tend to stay in a certain gaming ghetto is probably the main problem. FPS people end up reinventing RPGs, RPG people end up reinventing TBSes, and TBS people end up reinventing FPS.

    That's probably not the best way to crosspolinate ideas between the genres.;)

    --
    Is this a sigs-optional kind of place? 'Cause I am totally down with that if you know what I mean.
  53. Re:Today's players are too simple for the games by pyrrho · · Score: 5, Insightful

    >All true, but that does not negate the truthfulness of the parent poster's statement. The population is dumbed down. How it happened is more complex than just video games - the educational system played its part as well, but people are less well educated today than 25 years ago and it shows in their amusements.

    I don't think so. I think that's an apparent effect. We are all just becoming more in contact with the uneducated and ignorance of others, the uneducated have more voice in the media, the ignorant have more ways to discuss their ignorance [/me looks around quick].

    -MY- dad an uncle used to have fun by throwing knives at each other.

    Now, Video Games... THOSE have been dumbed down.

    --

    -pyrrho

  54. Re:platform games and scrolling shooters by Repugnant_Shit · · Score: 2, Informative

    If you haven't played Ikaruga for the Cube Or Dreamcast you should really try it out. Great game, but I doubt it's humanly possible to beat.

  55. Overly complicated map design by SamNmaX · · Score: 2, Insightful

    Carmack mentions things like "use" buttons and "crouch" needless complicated. However, something about nearly all id games since Wolfenstein 3D, and most games within the FPS genre, is how complicated the levels themselves are. Now in some cases an open-ended level may make sense, but in most of these games what happens is you just get lost trying to find something, wanderring aimlessly till you finally find that pathway you missed. This is not helped by the fact that the same texture is often used throughout a level, leaving very little in the way of a visual reference to tell you where you are.

    While Quake 1 may have been "easier" to some without the "use" button, at least with DOOM you had a map you could refer to which lets you know where you have been. You could still get lost in DOOM if you accidently missed a switch somewhere, but it wasn't as bad.

    Some of the newer multiplayer games further complicate matters, with new maps coming out often. I used to play RTCW and SOF2 regularly, but now if I want to go back just to play I find not only do I have to relearn the old levels, but I have to learn a large number of new, overly complex levels I've never played. That combined with so many servers staying on a level for under half an hour, it's hard to get a chance to even learn these them. I can hold my own very well in the original set of levels and those added in the first couple of patches, but it just gets boring playing level after level of maps I don't know, just running around not knowing WTF to do, and then having the level switch just when I start figuring out a few paths.

    Maybe I just suck at FPSes, but I don't find the idea running around aimlessly fun.

  56. Re:Today's players are too simple for the games by Politburo · · Score: 3, Insightful

    I'm not saying that your conclusion is incorrect, merely questioning how you got there.

    -Nature of amusements - compare board games and pencil/paper RPGs to the lowest common denominator video games of today in terms of brainpower required for comprehension.

    This seems to imply that board games and RPGs were as highly popular "then" as video games now. I don't know if that's true, as I was too young. In terms of the "geek" crowd, I wouldn't doubt it, but the conclusion is about the general public. One cannot discount that there are many activities you can do outside, like sports, that are still widely done today.

  57. Complexity = Richness = Replayability by derinax · · Score: 4, Interesting

    Typical for Carmack to agree; it's not as if depth of experience is something in which id has ever excelled. Just point and shoot, people.

    System Shock 2, Thief, Deus Ex-- these are the games that are consistently lauded as the masterpieces of the genre, and are as consistently re-played as id's mindless mousekillers. Yes, they were complex. Heretic? Please-- when did you last launch that dog?

    And yes, I do *still* play System Shock 2 and Thief.

    Game complexity, when done right, enriches and intensifies the experience without making you feel guilty for playing. id never really figured that out, even when handed to them (witness their internal schism over Doom 3 -vs- their first complex RPG). They'd rather someone else do it with their tools. id isn't gunning for the literate gamer. They're looking for the quick buck: they're the Spielberg of game design.

    Whatever makes you money, John.

  58. Its not the game... by bnx.defc0n · · Score: 2, Insightful

    but the interface that we interact with the game that is too complicated. Think about it, when we actually crouch down in real life, we dont have to worry about an awkward key to push to do the action, but instead we have done it many times before and thus dont even have to think about anymore. Granted, after awhile of practicing, pressing a crouch key on a keyboard may very well take the same amount (or even less) of thought as crouching the human body while in the game. For a user to have no trouble picking up on all these features, primitive devices like keyboard and mice must be replaced by devices that more closely utilize actions the human body is already used to. In other words, a device that responds to actual human movements that represent the actions of a character within the game would probably be the only way for your average joe to pick up a game for the first time and be an expert. The idea of crouching itself is not complicated. I guess what I'm trying to say is that virtual reality is where games must eventually go. Hey, this way I could actually get exercise playing doom3...

    --
    defc0n
  59. Not by SoLoatWork · · Score: 2, Funny

    Yes just like in Doom, where there was no action button... oh... wait...

  60. don't be an elitist by Anonymous Coward · · Score: 2, Insightful
    but people are less well educated today than 25 years ago


    People 25 years ago didn't have interactive entertainment, they had lemon pies at the sunday fete and the one-way broadcast that is radio and TV. We are smarter, and we are on two-way streets and the potential for moving education into the home in the form of interactive media - rather than monolithic ISAs (Ideological State Apparatus, not those redundant "real big, real ugly" PCI ancestors) - is so vast I just can't describe it. We may well stand on the shoulders of giants, but we have had some of the most innovative philosophy, technology and medicine off all time in the latter half of the 20th century - we are by no means stupid. Sure the "masses" still get cowed by dumb politicians talking up security risks, but how is that different to any other age?

    Back to education, In 2050 they may well not be any schools, only community groups based on co-curricular activities (to take over the "babysitting" side of school) and home-based interactive learning on computers. As a former victim of an out-dated school system and someone who aspires to be an educator I can tell you that I will personally be making sure this comes to pass.

    in other news.... the Command Line Association Against GUIs (CLAAG) has released a fatwah against Cormack for his recent comments on simplifying games. To mark the date they have released a Cormack skin for their ASCII Quake package for training purposes.
    1. Re:don't be an elitist by Tyreth · · Score: 3, Insightful

      We aren't smarter, we just have quicker access to knowledge that we will never use.

      Libraries and books have always been available. There's always been wise old men to learn from. People just don't learn. Only a few bother to spend the time to increase understanding, the rest focus in their own little world.

      We can find volumes of texts that so many would have loved to read many years ago, but we never touch it. TV penetrates everyone's home, spreading misinformation and half truths. We are not smarter, we're just blind enough to think we are (notice I don't say "they").

  61. Game theory? by V.P. · · Score: 3, Funny

    You keep using that term. I do not think it means what you think it means.

  62. Where are the *FUN* games? by Malc · · Score: 2, Insightful

    I bought an XBox a year ago. Some of the games are good. But I'm still waiting for FUN games I can sit down with and play with friends who aren't regular gamers. Friends who I normally have beers with who want to do something different. Well no, most of the XBox games focus on maximising technology. Solo games, perhaps made multiplayer by using XBox Live. Where are the games like Dynablaster (Super Bomberman???), or even Micro Machines that was released in Europe before last Christmas? Everybody raved about Splinter Cell, but it turned out to be a fancy graphics engine and no longevity. It wasn't *FUN*... unless you're a sad spotty teenager who gets a hard-on having more technology than the next guy. Maybe my real mistake was moving to N. America where the culture seems to focus more on less fun things, but who knows.

    END RANT

  63. Re:I'm too smart to waste time. Gimme a simple gam by aled · · Score: 2, Funny

    What kind of slashdoter want a game that doesn't require distributed computing knowledge and can't be scriptable in perl?

    --

    "I think this line is mostly filler"
  64. He's right by JavaLord · · Score: 4, Insightful

    today's games are too complicated and hard for players. Carmack, surprisingly, agrees, saying 'I agree strongly with that point of view, but I'm in the minority in the PC space. I want a game you can sit down with, pick up and play. [Role playing games], for example, got to where they had to have a book ship with the game.'"

    He's right in a sense, I don't think that PC games are too hard for players to play I think they are too had for players to *WANT* to play.

    It's not that people are stupid, it's that they don't want to be frustrated by something that should be fun. Games for the most part should follow the golden rule of "Easy to learn, difficult to master". The mastery should come from learning the game too, not just the UI. Nobody says "Hey, I finally didn't have to look at my cheat sheet/instruction book to remember the 25 key mappings for UT2020." No, they will usually say, "Hey I had my first perfect deathmatch, I won and didn't get killed once." (UT's user interface is fine BTW, I just used them as an example)

  65. I Agree by md81544 · · Score: 2, Funny

    Yeah... I have this game called "Chess". It's just far too complicated. It will never catch on.

  66. My peeve: hoopsterism by gilroy · · Score: 3, Interesting
    I'm not sure if games are too "complicated" lately. But I've noticed a trend wherein the designers force you to do certain tasks in order to emphasize how clever(?) the game designers are. Two examples (although both are PS/2, at least for me):

    Enter the Matrix has fixed save points, and they aren't particularly well chosen. Too often you have to walk through meaninglessly easy -- but time-consuming -- parts of the game to get to the more challenging stuff. Then, if you fail at the challenging stuff, you die and have to walk through the boring stuff again. I personally believe that games should allow you to save whenever you want.

    A racing game called "HSX: Hypersonic Extreme". It is a so-so racing game but comes with (what looks like) a nifty Track Editor so that you can build your own physics-defying tracks. Unfortunately all of the cool track features begin "locked" and must be unlocked by playing the standard tracks and coming in third or higher. I think the game designers erred tremendously, as the editor is not linearly connected to your prowess on the standard tracks and should not have been tied to it. It's just a case of the designers insisting I pay homage to their creativity, rather than allowing me free rein to explore my own.

    Anyway, that's my two millisovereigns and I'm sticking by 'em.

  67. Re:Today's players are too simple for the games by nametaken · · Score: 3, Insightful

    I don't think playing kick-the-can and stickball are indications of greater intellect. I have to say, I keep hearing this "the bar keeps being lowered" argument... but I know my parents never had to learn how to translate genetic code in high school. It's possible that my spelling and grammer aren't as clean (yay spellcheck), but I can recite more about genetics or modern computer technology than they ever will. It's my humble opinion that the focuses have changed, that's all.

  68. Definition of a good game: by silverhalide · · Score: 2, Insightful

    The pure definition of any GREAT game: Easy to learn, difficult to master. Pong, Tetris, Mario Bros, Quake, etc. Think about it. If only every game designer stuck to this maxim.

  69. Shipped with books? Getting more complicated? by Drakonite · · Score: 4, Insightful
    [Role playing games], for example, got to where they had to have a book ship with the game.'

    Modern games have more documents included? Riiight...

    Although not the first (video game) RPG, Final Fantasy for NES is definately among the early home video game RPG games. For those that didn't have that game or don't remember, it came with a rather thick manual, a couple of large poster charts with all of the weapons/armor/etc. listed on them, and IIRC a map.

    Move on to the SNES era and you have game manuals which may have a short reference in the back, occasionally a short walk through of the first little adventure, and if you are lucky a map is included.

    Now we are in the era of PS2 and XBOX.. All the RPGs I've played come with a small manual which explains the basic controls in a few pages (ten at most). The only exceptions are when they decide to pack the stradegy guide with the game (usually a while after the release as a marketing ploy..)

    If you ask me it looks like RPG's are getting simpler and coming with less documents.

    The problem is how RPGs used to be played by "RPG nerds" but are now being played by the "mainstream idiot" who can't figure out how to play a game without a stradegy guide which gives him step by step instructions for beating the game.

    --
    Shoot Pixels, Not People!
  70. Re:Today's players are too simple for the games by An+Ominous+Cow+Erred · · Score: 2, Insightful

    Very hard to say. 25 years ago the personal computer didn't exist.


    Uhh, the first personal computer (i.e. the first computer that came out that didn't come in a cabinet or as a kit (like the Altair)) came out more than 25 years ago. Sorry.

    Hell, I got my first computer when I was friggin 7, and that was Christmas 1982, over 20 years ago. :-P
  71. Re:Bad decisions by William+Baric · · Score: 2, Insightful

    Is being able to "crouch" really important in a single player FPS? Don't get me wrong, I want to be able to crouch, to lean, to climb... when I play Thief or Deus Ex. But in a single player FPS? Sure it's nice in multiplayer to separate kids from men, but in a single player FPS?

    A few months ago I decided to backup my Doom 2 disks to a cdrom. So I decided to play a game for nostalgia... And I was suprised by how fun it still was. It was far more easier than what I remembered but in a lot of ways it was more fun than modern FPS. No "crouch" but simply more fun.

    What's so difficult about crouch? Nothing really but the question is does it add anything to the FPS gaming experience? After playing Doom 2 again, I'm quite positive it doesn't.

  72. Carmack once said.... by z01d · · Score: 2, Interesting


    "Story in a game, is like a story in a porn movie; it's expected to be there, but it's not that important."

    yes, from <Masters of DOOM>
    To me, even Quake series is too complicated.
    the weapon system is OK, that's where the fun is
    but why armor? why can't just increase the health limit to 300, or 400.
    and I hate items which can be hold and used later. I always forgot that I have such things...

  73. Re:Today's players are too simple for the games by HBI · · Score: 3, Insightful

    I don't think playing kick-the-can and stickball are indications of greater intellect. I have to say, I keep hearing this "the bar keeps being lowered" argument... but I know my parents never had to learn how to translate genetic code in high school. It's possible that my spelling and grammer aren't as clean (yay spellcheck), but I can recite more about genetics or modern computer technology than they ever will. It's my humble opinion that the focuses have changed, that's all.

    I disagree strongly. I think I got a better, more well-rounded education than you did. I had to memorize spelling lists. I learned some geography. I learned how to do long division the hard way - by repetitive exercise. My parents got a better education than I did, for that matter. My dad learned Greek and Latin in high school*.

    You may consider this kind of knowledge irrelevant ("I can get it on the web" or your statement above about spellcheckers) but I have to tell you - these things have saved my bacon in the business world more times than I can count. The fact that students today lack these skills can only be to their detriment. To put it quite simply - people who do not have these skills work for me. People who do have these skills, I work for.

    There is also the argument that hard study of rote topics tends to discipline the mind. I agree with this.

    * This is not totally favoring the schools of the 50s and 60s, however. My father didn't have the benefit of phonics education which did in fact improve my reading comprehension at an early age.

    --
    HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
  74. Complex *CONTROLS* are bad, not complex *games* by DunbarTheInept · · Score: 4, Insightful

    If the game *rules* are complex, there's nothing wrong with that. Nothing at all. That makes the game better. I'll take a good strategy game like Civilization any day over some console button-masher. And I don't just mean strategy either. I'll take a good game of Thief 1 or 2 or Deus Ex any day over a speedy button mashing fest like most other 3d shooters are, because for them (Theif/Deus Ex) the complexity was inside the gameworld, not out on your keyboard. What makes games suck are on consoles when you have to know that A+B+down will let you win, but A+B+diagonally down/left will kill you. That's not fun. I don't want a dexterity challenge. I want a tactical challenge.

    Am I the only one who thinks the console-game controllers feel like they're designed for left-handed people? It takes much more manual dexterity to correctly move the stick or arrow keys the direction you want than it does to press one of four distinct buttons, so why does it put the task requiring better dexterity on the left-hand side? Why do *ALL* games do this? It makes me suck at them. On a stand-up arcade game, I do much better when I cross my arms and use the buttons with the wrong hands, since I don't need good dexterity to whap buttons but I do to move the stick. But that's not an option on console games.

    The left-handedness of console controllers make me hate any console game which contains a dexterity-related challenge.

    --

    Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

  75. Imagination is paramount by OzTech · · Score: 3, Interesting

    I'm probably going to get flamed for this, but I think that game designers lost the plot years ago. Somewhere in the chase for ever better graphics, they forgot that gameplay, and story are the true keys to entertainment. Instead of developing novel game concepts, degsigners are now chasing reality, with blood curdling graphics, and horific images. If people want to be entertained by stuff like that, they will usually watch the nightly news, or the latest blockbuster release from Hollywood.

    I only need to look at my own children as a way of highlighting this point. My eldest is child is 14, and the youngest is 8. The kids have a PlayStation, and their own PC's, which they play games on occasionally. I have built a MAME cabinet, which has a good cross section of games in it. The kids actually enjoy playing the older MAME games, more than the newer PS games, and are forever asking me to pull out my old Atari 2600. The key to the older games was that they focused more on game-play than whizz-bang realisim. In a way the chunky graphics are more realistic though, because they exist where the sun doesn't shine, the colours are always bright, and the perspective is perfect; inside your head.

    Another trend I have noticed over the years, is that the machine ends up playing more than you do. I have often watch people playing what I call the newer style games, as on the Playstation, and X-Box. If you watch them, the character always seems to do more than the input from the player would seem to warrant. With many games, it seems that once you set a sequence in motion, the game takes over and completes the move, or sequence. There is nothing entertaining about that. In a similar way, a lot of games seem to be over sensitive in the area of user-input, and take ages to get a feel for the controls. This becomes very frustrating, very quickly.

  76. Re:Today's players are too simple for the games by nametaken · · Score: 2, Insightful

    It's not that I think we SHOULD rely on spellcheck, or have to look everything up on the internet. I just think that focuses are different. I didn't have to learn Greek or Latin fluently, but it's most practical application is understand modern word roots. That we DID do. I think we should still emphasize spelling and grammer, but I think schools are trying to get more and more information in in the same timeframes. It just can't work. You can teach spelling AND c++ in the same time it takes to teach spelling. I think you know what I'm trying to say here, right?

  77. jesus... by pb · · Score: 2, Insightful

    I miss the days when all software actually came with a book. For those who haven't been using computers for 15+ years, let me give you a little back story.

    In my day, we didn't have the web, or quick installation guides, or any of that. Each and every software package came with a 'manual', which was a book that explained in detail how to use the functions of that software. This is where you get phrases such as 'man pages'--those are online (in the sense that they're on the computer) versions of print documentation, taken from these now defunct 'manuals'.

    Fast forward to today: almost no software packages come with what we'd call a 'manual' 15 years ago. Instead, they're more like pamphlets. The alternative if you want printed documentation is to also go out and buy a $50 book from a publishing house like "The Microsoft Press", or possibly print out a 200 page PDF file (if you even get that).

    Ok, so software generally doesn't come with 200 page printed manuals anymore... Does that mean that it's gotten cheaper? Well, it hasn't gotten any cheaper for me, but maybe it's cheaper for them to produce. I guess I'm just giving them extra money, or if they publish a separate book on their software, paying them twice if I buy that as well.

    So I for one would like to thank the RPGs that still produce actual manuals along with their software for continuing to provide a valuable service to me, the consumer. A service that I still seem to pay for whether or not I get a printed manual. No, I like this much better--I got a pretty, comprehensive manual for every single Ultima game I ever bought, and I got an even bigger manual for NeverWinter Nights! And you know what, the prices haven't changed that much either.

    --
    pb Reply or e-mail; don't vaguely moderate.
  78. he's wrong by LordMyren · · Score: 2, Insightful

    :-]

    sure, as penny arcade so beautifully illustrates, the parachute button may be a bit excessive, but complexity is what makes reality so groovy: countless factors to weigh against each other. present too little complexity and the game becomes routine, provide a sea of options and encourage exploration, the game becomes much more interesting. armored core is my favorite game on this front - presenting both the adaption of mech design and the gameplay itself (although it does have one of the worst learning curves ever). the trick is to keep the challenger trying new things too.

    the problem is making these choices seamless enough not to scare the living bejesus out of the player. exploration of options should be encouraged, adaption fostered.

    (frankly, this is what sucks about most modern RTS's: there is no adaptation, simply reaction - the mechanics of what to do are fixed for experienced players.)

    Myren

  79. The Beautiful Simplicity of Doom by rollingcalf · · Score: 3, Insightful

    Doom's simplicity is a major part of the reasons why it maintained high popularity for so long after it was released. Almost anybody familiar with video games could sit down and start playing it within 2 minutes; they didn't have to spend 20 hours training to learn the various controls and complexities. I loved that all I had to do is run and shoot in Doom. Having to learn crazy controls and manuevers in Unreal like jump-and-crouch-in-midair-and-shoot-while-doing-a- triple-somersault-with-a-half-twist turned me off of that game immediately.

    Carmack is right. The growing complexity of modern games is what has kept me from buying recently produced games. I don't care if you call me a dumb user, because I have enough accomplishments and qualifications to know I'm not dumb. I work my brain hard enough every day at my job, so when I pick up a game I want to freaking PLAY and have fun and give the higher functions of my brain a rest, not work my brain some more. If I can't play well enough to enjoy the game in the first evening, forget it. A little puzzle here and there like in Tomb Raider is fine, but don't make me have to study some damn book and go through a bunch of skills training. I have better things to do with my time, and my brain doesn't want anything more taxing after it's already been stressed for 50 hours a week.

    If they don't want to make games for people who just want to sit down to play for an hour or two a week without much of a learning curve, it's mostly their loss. Give me something fun and simple (with a reasonable challenge) if I'm going to spend $30-$50 for a new game, otherwise I'll continue to pick up old games from eBay and bargain bins for $5-$10.

    --
    ---------
    There is inferior bacteria on the interior of your posterior.
  80. rocketry easy, doom hard? by Bram+Stolk · · Score: 2, Interesting

    Hmmm...

    Everything is relative I guess.
    He claims space flight to be simple plumbing,
    whereas doom with a crouch key is too difficult?

    --
    Bram Stolk http://stolk.org/tlctc/
  81. Re:Today's players are too simple for the games by James+Lewis · · Score: 2, Interesting

    Let me guess... you were educated 25+ years ago? Seriously though, if you are going to make that kind of statement, at least back it up with some facts. If people educated 25 years ago are smarter or better educated, then why? Is it in comparison to those who are educated now, or in the relative quality of education between the U.S. (which I assume you are speaking of) and other countries? If what you say is true, then why hasn't technological inovation slowed down?

  82. Possibility vs. Simplicity by numberthree · · Score: 2, Insightful

    I think the biggest factor in games that makes them fun for everyone is possibility. In Tetris, for example, there are hundreds of different combinations to fit the shapes together. Games like Grand Theft Auto and the upcoming Fable for X-Box take this to the extreme by giving you more possibilities than you know what to do with. Whether this is good or bad isn't the issue -- it depends on what learning curve you prefer.

    Some gamers may be dying to play something based on a D&D rule book that might take them a week to finally figure out what they're doing. Others may just want to pick it up and know how to play it within the first 5 minutes. Me, I like it when a game is easy to pick up, but gradually gets more complicated and has more possibility.

    I don't think complex is necessarily bad. I just think some people want complex possibility made available through simple means.

    --
    This guy. This $#!%^ guy.
  83. Complex games not new by Ed+Avis · · Score: 2, Informative
    [Role playing games], for example, got to where they had to have a book ship with the game.

    Bah. Elite had that in 1984. Two books, in fact!

    --
    -- Ed Avis ed@membled.com
  84. Re:Today's players are too simple for the games by mcpkaaos · · Score: 2, Funny

    I bet if you told me your sex and hair color I could draw a perfect picture of what you look like. Heck, don't even tell me the gender. ;)

    --
    It goes from God, to Jerry, to me.
  85. Morrowind, great game start by Anonymous Coward · · Score: 2, Informative

    Morrowind has one of the best game starts, it will suck you in effortlessly and teach you everything you need without it really even feeling like being taught. In a way, it feels as great as beginning to play Half-Life back then. Something totally new yet strangely compelling.

    I begun playing Morrowing half a year ago and still play it. It feels much more than a game, it's another world. And when you get bored, take up the very easy to use editor and make up what you want to, add it to the existing world.

    There's really nothing else like Morrowind on the market right now. But do purchase the add-ons too, as they add some much needed technical improvements to the game. (Warning: the Tribunal expansion pack sucks for its gameplay in the "Clockwork City", kind of a low point of the whole Morrowind really, but the improvements it adds to the game interface are much needed.)

  86. The best games are complex and simple. by Rothron+the+Wise · · Score: 4, Interesting

    The best games have a small set of simple rules from which complex behavior emerges. I think the most classic example of this is Boulder Dash which in it's original form features only a handful different blocks yet the variation between the levels was astounding. I've always thought that the best way to create a game is to start with the basic laws of physics which may or may not be modelled after our universe, then add a few different entities with some clearly defined rules of behavior including the interaction with other entities.

    The beauty of this is that the game becomes predictable of the player. He/she will not be frustrated by seemingly arbitrary rules, like in the old Sierra On-Line adventure games where standing on the wrong pixel would get you killed, but instead will understand the action and reaction that lead to the players demise and will learn to avoid it. You want the gamer to go "aah, of course!" instead of "what the fsck?!".

    Also, since the game's complexity springs forth from the interactions between the rules rather than the rules themselves, you get what's called "emergent gaming", where the game mechanics appear between the lines through the complex interactions of those rules. This means that although the rules are simple and predictable, you have created a breeding ground for complex behavior goes beyond what the game designer himself may have envisioned.

    It's a sad fact that games were more like this before the 3D-card revolution.

    I understand why the industry want simpler games as they are trying to expand their customer base which today consist of mostly hard core gamers. Especially on the PC. There are plenty of examples of mainstream hits, but a hardcore gamer will often spend 10 times or more on games than a "causal gamer".

    Since games are usually created by gamers who invariably create games that they would like to play themselves I remain confident that there will still be games I'll want to play in 10 years from now.

    Simple, instantly playable games is the domain of handheld devices. Complex games fit better on the PC-platform. Consoles are somewhere in the middle. This is linked not only to how we use handhelds/consoles/PCs differently, but also to the technical limitations of the device.

    --
    A witty .sig proves nothing
  87. Re:Today's players are too simple for the games by GGarand · · Score: 2, Insightful

    > I didn't have to learn Greek or Latin fluently,
    > but it's most practical application is understand
    > modern word roots. That we DID do.

    mmh... quick then, tell me what's an "oligodendrocyte"?

    Anyone with a basic knowledge of ancient greek would answer "a cell with few ramifications", which describes accurately this cell of the human brain. You just can't guess that with 3-4 shallow lessons about "word roots" (a.k.a "etymology", from 'etumos', the origin, and 'logos', the science).

    Fact is 90% of native english speakers are now unable to fluently spell any word of latin and greek origin, even the most common.
    pseudo/psuedo,
    information/informatation,
    affect /effect,
    complement/compliment,
    compatible/compa table
    etc.

    This is a great loss, especially when you consider the scientific lexicon, which is mere greek and latin :-/
    When you can't properly decompose a word, retaining its meaning requires a huge effort.
    So you avoid it.
    And eventually comes the fear of every word longer than two syllables...

    But who cares, they say, small is beautiful!
    Well, no, small is ambiguous.

  88. Why use CTRL for shooting by solprovider · · Score: 5, Interesting

    Keyboards were designed many many years ago as very low bandwidth devices. To save bandwith, many keys reuse the same codes, so that only one key signal can be sent to the computer at one time. The special keys (CTRL, ALT, SHIFT) are given special codes so they can be used in combination with the regular keys.

    You can think of it as having 7 bits (allowing 128 keys) plus 3 bits for the special keys. So each time a key is pressed or released, a 10 bit signal is sent to the computer. The computer remembers the last signal, and assumes that if no signal is received, then the keys from the last signal are being held down.

    This was important to game writers, because some combinations would not work. If "P" is "move left", and "O" is "shoot", then moving left and shooting would not be possible.
    1. Hold "O". Computer sees that "O" was pressed.
    2. Hit "P". Computer sees "P" was pressed. It assumes that the "O" must be released.

    The special keys did not have this "feature", so they were used for actions, such as shooting, that might be done simultaneously with another action. Moving "shoot" to "CTRL":
    1. Hold "O". Computer sees that "O" was pressed.
    2. Hit "CTRL". Computer sees "CTRL+O" was pressed.

    Keyboard technology may have advanced since the 80s, so these issues may have been solved.

    --
    I spend my life entertaining my brain.
    1. Re:Why use CTRL for shooting by freeweed · · Score: 3, Informative

      Exactly right, and keyboards essentially work the same today.

      Try setting up a MAME cabinet using keyboard-based input only, and a game such as one of the later Street Fighters. You'll have a field day with all of the multi-button combinations - keyboard simply cannot distinguish all of those individual keys being pressed at the same time.

      In fact, it's actually a bit worse than you describe. Because of how input signals are pulled from a keyboard (think of a big matrix of crossed wires), if you mash enough keys together, you can end up with keypresses detected that you never actually hit at all, a phenomenon known as 'ghosting'.

      --
      Endless arguments over trivial contradictions in books written by ignorant savages to explain thunder in the dark.
  89. complicated doesn't mean requires intelligence by kaltkalt · · Score: 2, Interesting

    This is all about controls. A good, fun racing game has an acceleration button, a brake button, and left-right steering (ex: Rad Racer from the NES). Maybe one button to shoot something if guns are involved. But nowadays companies compete not by the quality of the games, but by having more active buttons in the game than the competition. It's quite stupid and it really ruins the games. Ever notice that each new generation video game system's controller has about 2-4 more buttons on it than the last generation system? Is it because technology allows for more buttons to be crammed on the joypad? No. A racing game that has one button for shift-up, one button for shift-down, one button for windshield wipers, one button for emergency brake, one button for regular brake, one button to change the brake pads, one button... well you get the idea, it's not fun. It ruins the fun. The inner workings of a video game should be complex (40,000,000 polygons per second) but the controls should be as simple as possible. Just because the controller has 12 buttons on it doesn't mean all of them have to be used for the game to be "realistic" or "have good play control" (quite the opposite). Games on the PC are even worse than console games... stuff like Wing Commander, Mech Warrior, all use practically every button on the qwerty keyboard to do something different during gameplay, and each sequel uses even more buttons. Sorry but I agree with nintendo, when I have to memorize an entire keyboard layout, the programmers have done a shitty job at making this game. It's not that i'm not smart enough to memorize what 40+ buttons do. I don't have the time and I don't care. up down left right a, b. That's all I feel like learning to play a fucking video game. No game should need more than 6 buttons, EVER (and Street Fighter 2 is the ONLY one).

    --

    Stupid people make stupid things profitable.
  90. It's not really so much about difficulty by phorm · · Score: 2, Interesting

    As it is immediate playabillity, or "hookability" (i.e. the ability of the game to get somebody to pick up a controller, play, and not toss it away in disgust immediately).

    Now, in this aspect games have been getting both more complex and more simple. Instruction manuals have often been replaced by increasingly fancy "walkthrough" or "tutorial" modes. At one point we had training missions, now you have a training mission wherein it pretty much points out (and often even dictates audibly) what you are supposed to do.

    In games like Starcraft, Warcraft, etc each level was was not only often a ramp-up of skill, but of what you could do. By not overwhelming the player with too many things at once, you allow them to advance along and learn things level-by-level.

    This isn't quite the same for FPS games, although it could be. Start with basic pistol shooting, add later levels with neato weapons, items etc, until the player gets used to the controls and past the babysitting stage. In RPG's, it runs both ways: FFX as an examplew with its "Sphere Grid" being a bit complicated, but giving you a step-through example at first that can be onerous to the experienced gamer.

    Really, back in the day you'd get kids who player "Street Fighter" and just knew how to jump, punch, and kick. Eventually they graduated to special moves, maybe combos. Quite often people would read the manual looking up moves. How many people do read the manual nowadays? Perhaps the whole idea of just playing a game out-of-the-box is because of a laziness that has perpetrated on the part of the player, or is it because gaming has been infiltrated by a different crowd than the geeks that used to dominate it?