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Simpler Sometimes Better In Videogames?

Thanks to NTSC-UK for their editorial discussing why more simple gameplay does not necessarily make a videogame worthless. The piece argues: "So why are there so many howls of derision when a game like Dead or Alive tries to make the concept of fighting entertaining with a button bashing, quick and easy style? [...] Just because an artificial intelligence can come back at you and outplay you on your own terms, is the game inherently more enjoyable?" The piece concludes by praising simple titles such as Super Monkey Ball and Wario Ware Inc., and suggesting: "The important thing, though, is that a game's worth cannot and should not be judged purely on its perceived 'depth' or complexity... there can be no argument that one game is better than another solely because it will take months to learn all there is to learn of it."

90 comments

  1. Wisdom of Miyamoto: by Rallion · · Score: 5, Interesting

    (Paraphrase)

    The best GameCube games would only use the analog stick and the A button.

    1. Re:Wisdom of Miyamoto: by Slashdot+Insider · · Score: 3, Informative

      Incidentally, one of the titles praised in the story--Super Monkey Ball--follows that formula exactly. In fact, once you get past the menu screens and into the actual game, the analog stick is the only thing that you need. Despite the simple controls, the game is maddeningly difficult, especially on the expert levels (or master levels, if you ever manage to get there--I haven't).

    2. Re:Wisdom of Miyamoto: by spectral · · Score: 1

      for the other mini/party games you need the button to open the ball and stuff, but that's about it.. monkey target I think was the name of the one I'm thinking of specifically.

    3. Re:Wisdom of Miyamoto: by NanoGator · · Score: 1

      "The best GameCube games would only use the analog stick and the A button. "

      This isn't funny, it's insightful. That's exactly why the controller was designed that way.

      --
      "Derp de derp."
    4. Re:Wisdom of Miyamoto: by shoptroll · · Score: 2, Interesting

      Donky Kong used exactly that. Mario Bros. upped it by using two. Heck the series stayed like that for 3 iterations (4 if you count SMB 2 or the Japanese Mario 2) Most square games don't use the whole controller layout.

      --
      Insert Sig Here
    5. Re:Wisdom of Miyamoto: by Rallion · · Score: 3, Interesting

      Interesting thing about Square games (at least the more modern ones): They DO use the entire controller, but assign the buttons to things you will never, ever use (switch, target, assist...I know not what these things even MEAN). I wonder if that's because of a feeling that the controller must be 'fully utilized' or because the buttons are there, and you might as well just put something in for them to do. Do they do it because they feel the need to, or just because they might as well?

    6. Re:Wisdom of Miyamoto: by kisrael · · Score: 1

      I think one button might be pushing it, just the way I think one button is too few on the Mac. (Using the "command" key to click seems like cheating a bit to me)

      One thing the GC controller does well is grouping buttons into a logical hierarchy. A+B, X+Y, shoulders, and then Z, all very well differentiated.

      "Mario Party" series is another good example of minimal control schemes, and not quite so ADD-ish as WarioWare.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  2. Dead or Alive by unclethursday · · Score: 3, Insightful
    Well, I'd say it gets criticised to downright derided because the game focuses more on graphics than gameplay, always has (original ads on the PSOne were for the 'best looking fighter around'). It's Team Ninja's baby, and with such great gameplay achievements such as 'Dead or Alive Xtreme Beach Volleyball' to emphasise the point, it's easy to see why the DoA series gets criticised.

    Oh, I forgot: She Kicks High...

    1. Re:Dead or Alive by Black+Hitler · · Score: 3, Informative
      It's Team Ninja's baby, and with such great gameplay achievements such as 'Dead or Alive Xtreme Beach Volleyball' to emphasise the point, it's easy to see why the DoA series gets criticised.
      The funny thing about DOAXBV is that the creator actually admitted the gameplay was so simplistic you could play it with one hand. His explanation was that he wanted it to be easy enough for his 5-year-old daughter. Uh huh.
    2. Re:Dead or Alive by Anonymous Coward · · Score: 0

      Of the volleyball games out there, it's got pretty sweet play control. Configurable, simple, but surprisingly robust.

      And for his 5 year old daughter, I'm sure it takes on a little less titilating and little more doll house flavor as opposed to when I play it.

      And the AI for your teammate might not be stunning, but it's not worthless either.

    3. Re:Dead or Alive by Anonymous Coward · · Score: 1, Interesting
      Of the volleyball games out there, it's got pretty sweet play control. Configurable, simple, but surprisingly robust.
      If you are referring to the "move camera around and try to take the most revealing picture possible" controls, then yes. If you are referring to the actual volleyball, then no. There are volleyball games for the original NES with more robust control than this, to say nothing of Beach Spikers, which objectively destroys in pretty much every category except "horny teens masturbating to a video game."
    4. Re:Dead or Alive by Anonymous Coward · · Score: 0

      Then you suck at it. Try switching over to digital.

      The simplicity belies a great subtlety. You can absolutely get by mashing buttons. But there's a whole other level of timeing and aiming spikes, setting up passes back to yourself of an effective dominating conclusion to a volley. Blocking. And recieving spikes.

      The only real deficency is with the confidence implimentation, you can get a little cheap, if you wish, by suckering them to the net, and tapping it over their block. If you can call it a difficency, since it works exactly as intended.

      Beach Spikers? Are you kidding? Most Golf games aren't that busy. I'm surprised they didn't accidently leave in a tachometer.

    5. Re:Dead or Alive by Anonymous Coward · · Score: 0
      The simplicity belies a great subtlety.
      No, it doesn't.
      Most Golf games aren't that busy.
      What the hell does this even mean?
    6. Re:Dead or Alive by Anonymous Coward · · Score: 0

      I means you score poorly on reading comprehension.

    7. Re:Dead or Alive by DeadScreenSky · · Score: 1

      A big reason it is criticised and derided so much is because some Westerners, especially Americans, cannot reasonably handle anything above mild sexuality in their videogames. Just basic everyday ethnocentrism, like people complaining that the relationship-sim DOAXBV doesn't feature deep enough gameplay (which is, incidentally, worlds deeper than most similar games). It is like complaining that Super Mario Bros. doesn't adequetely simulate real plumbing techniques - you missed the point of the game, and its genre.

      But the jist of it is this: if the game contains high sexuality (by Western standards, as M-rated games like DOA3 are pretty freaking tame), then it follows that it is only being sold with sexuality, right? Intuitive play-control (easier to learn the game), playable by up to 4 people (better for parties), appealing character designs, a real (if convoluted) storyline, gorgeous art, beautiful animation with varied martial arts styles, fun music (complete with that awesome Ninja Gaiden 2 intro music remix), play mechanics that discourage the poke games that other 3D fighters always degenerate into, and plenty of depth if you look for it aren't reasons to buy a game for, of course! And like the article points out, just being fun isn't enough of a reason to play a game for many gamers. What would our peers think??!

      Also importantly, most US 'hardcore' fighting fans and reviewers think DOA is shallow and merely a button-masher, so it must be so. I am reminded of the hilarious Gamespy review for DOA3, where they complain that it is too shallow, etc. Then it is revealed (via an update) that they didn't even realize you could use multiple buttons together to utilize some different moves! How can someone comment on the depth of a game they barely understand? How can a reviewer truly comment period on a fighting game's depth when it can take years before people stop learning new tricks?

      Maybe DOA Online (or whatever is the new crazy name they are using) will finally reveal to the 'hardcore gamers' the depth of the series. The masses don't seem to care, as DOA3 sold more copies worldwide than either Tekken4 or VF4 (non-Evo, AFAIK). :D

      (And your sense of history is bizarre - DOA1 was hardly sold based on its graphics alone, as the original ran on the relatively aging Model 2 hardware that Virtua Fighter 2 had already popularized. It really looked only a tad better than VF2, and the various home versions looked worse than the arcade release. Especially the PSX one. Regardless, I don't understand what Tecmo USA's marketing department has to do with Team Ninja's design process. I remember most hype focusing on its unique counter system, for the record, just as most of the hype for the second game was for the huge play areas that affected gameplay so massively.)

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
  3. To butcher Einstein by etymxris · · Score: 5, Insightful

    Everything should be as simple as possible, but no more. How simple you can make a game really depends on the type of game. And whether you enjoy the complexity of the game really should be a reflection of the genres you enjoy. Do you like to spend your time immersed in the fantasy realm of an RPG, or do you just like to kick back every now and then for a short FPS session?

    And some things are obvious. Should you have separate buttons for opening a door, opening a chest, and pressing a lever, or should you have one "do stuff" button? In this case, the answer is "No" of course.

    1. Re:To butcher Einstein by IntergalacticWalrus · · Score: 1

      That reminds me of old console RPGs where you had to open an action menu to select talk, search, pick up, open, etc. God that sucked. I think Square were the first ones to replace that goddamn action menu with a do-it-all button. Also, the game Earthbound had, strangely, both an action menu button and a do-it-all button (well, it wasn't the only strange thing in this game, heh).

    2. Re:To butcher Einstein by Repton · · Score: 1
      And some things are obvious. Should you have separate buttons for opening a door, opening a chest, and pressing a lever, or should you have one "do stuff" button? In this case, the answer is "No" of course.

      You think?

      I'd've said that the answer is "yes" ...

      --
      Repton.
      They say that only an experienced wizard can do the tengu shuffle.
    3. Re:To butcher Einstein by Anonymous Coward · · Score: 0

      Well, to be fair, it's not really a yes or no question at all. It's a which listed option is better type deal.

  4. "Simple Gameplay" Games by The-Bus · · Score: 2, Interesting

    (Personal Favorites)

    Both modern and old:

    Super Mario Bros.
    Excitebike
    Marble Madness
    Pole Position
    Gradius
    Pokemon Stadium 2 (mini-games)
    Fuzion Frenzy (most underrated multi-player game on Xbox - try the Sumo minigame which uses only a joystick)

    Those are based on simple controls... Others, like the SSX series, are easy to pick up, but take months to master. I think that's the true test of a game. Can a newbie enjoy it and can it continue to challenge you?

    --

    Small potatoes make the steak look bigger.

    1. Re:"Simple Gameplay" Games by MikeXpop · · Score: 2, Insightful
      Others, like the SSX series, are easy to pick up, but take months to master. I think that's the true test of a game
      That my friend, is why Super Mario Brothers 3 is the greatest video game ever. It was easy to pick up. It was fun. It was easy. And you could really master it. Hell, remember that video that came out like 2 months ago of someone beating it in 11 minutes? Everybody watched that and was amazed at what was happening (yes, I know it's fake. For those of you who didn't know that, run a translator through the web sites at the end of the video). Even 10 years later, we are still fixed by it.
      --
      Etiquette is etiquette. He kills his mother but he can't wear grey trousers.
    2. Re:"Simple Gameplay" Games by irc.goatse.cx+troll · · Score: 1

      "Fake" isn't the right word. No one claimed it was in a row, and he did still beat the game in 11 minutes. Nothing was speed up, all he did was piece together the 'best of' runs, which is the exact same thing done in any other speedrun of a game( see quake done quick).

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    3. Re:"Simple Gameplay" Games by Dachannien · · Score: 1

      I sucked at all of the Super Mario games. I mean really sucked. And, to be honest, I never really got better.

      In Super Mario Brothers, I was perpetually falling down the little one-block-wide holes in an otherwise relatively safe screen. In SMB2, selecting Luigi was an automatic game over for me, as I could never control his extra-high jumps (which, for me, would always end with a magnetic attraction toward a one-block-wide hole on the screen). SMB3, I was still falling down holes, but I also could never really master the extra buttons and always ended up face-planting myself into the front end of a Koopa.

      Still, infuriatingly difficult as they were for me, they were also kinda fun.

    4. Re:"Simple Gameplay" Games by rekkanoryo · · Score: 1
      So true. The Mario Bros. games were a perfect simplicity vs. challenging example. When I first received my NES, I received a bunch of games with it, one of which was the Super Mario Bros./Duck Hunt combo cartridge. It took me a couple of months to get past world 1-2 (I was 6 or 7 at the time), but it was challenging and fun, even though it did frustrate me that I kept dying.

      Marble Madness was just plain fun. I could never find anyone that wanted to play against me though. I'd love to find that for the GameBoy, since my NES has long since bit the dust.

      One title that you haven't mentioned that fits the bill is Pinball Quest. I have it for the NES. It had three different pinball tables that could be played by as many as 4 players at once using just one or two controllers, and it had an "RPG" mode where you played a pinball trying to rescue his princess. I have to admit I spent more time playing that game than I did playing all the incarnations of SMB for the NES.

      Funny thing is that what we call simplicity now was far, far more advanced back then. Makes me wish there was an adapter I could get for my GameBoy Advance that would let me play my NES games in single player (or dual-player alternating on those games like that) on my GBA. I miss the classics like Legend of Zelda, Zelda II: The Adventure of Link, Super Mario Bros. (1, 2, and 3), Pinball Quest, etc. Oh, simplicity, I miss thee so...

    5. Re:"Simple Gameplay" Games by MikeXpop · · Score: 1

      No. He played it at 1/30th speed with tons of quicksaves. It was not like quake done quick, which was also fake. A real speed movie is played from start to finish at normal speed on a real console (see the metroid speed runs).

      --
      Etiquette is etiquette. He kills his mother but he can't wear grey trousers.
    6. Re:"Simple Gameplay" Games by __aatgod8309 · · Score: 1

      Try here

    7. Re:"Simple Gameplay" Games by a+whoabot · · Score: 1

      Man, when that "backwards" level came up on Marble Madness my mind was blown. I think I only got up to the level past that one, maybe one more or something? I forget. I wish I could play that game again. The music's bizarre and good too.

    8. Re:"Simple Gameplay" Games by Anonymous Coward · · Score: 0
      A real speed movie is played from start to finish at normal speed on a real console (see the metroid speed runs).
      Which was also faked.
    9. Re:"Simple Gameplay" Games by Mmm+coffee · · Score: 1

      Not at all. I can beat Metroid3 in 1:19 with 100% on a real SNES, standard controller. It's not that hard if you know the right tricks, have fast thumbs, know the map like the back of your hand, and keep the run button depressed at all times. All you have to do to get that good is play through it a couple dozen times.

      Met3 is basically made for speed runs. Samus has a ton of abilities that most regular players would rarely use, but in the hands of someone who *really* knows what they're doing she's absolutely unholy. Watch any good Met3 speedrunner go up the escape shaft from Met1 for an example.

    10. Re:"Simple Gameplay" Games by MadModder2275 · · Score: 1

      Super Smash Brothers on N64. A and B to hit, C buttons to jump, and joystick to move. Took me two days to master. Long live Kirby!

  5. Best one button game? by heldlikesound · · Score: 2, Interesting

    Anyone else think of a good one button game? My all time favorite is SFCave (weird japenese name) it runs on the Palm platform, although the concept has be ripped off for Flash games and the like.

    Basically the concept is that you are in a little ship always moving forward and down, pushing "the button" makes you go up, now try not to hit the ceiling or floor. REALLY fun game.

    --


    Cloud City Digital: DVD Production at its cheapest/finest
    1. Re:Best one button game? by krymsin01 · · Score: 1

      Phrozenbubble or whatever it's a derivative of. They used to have a machine at a cinema I went to that played this (it was a NG machine, so it had several games). Can't tell you how many quaters I wasted on that game. Tetris, classic. Pacman, and that didn't even have a button!

      --
      stuff
    2. Re:Best one button game? by NanoGator · · Score: 2, Interesting

      "Anyone else think of a good one button game?"

      Ballblazers. Useta play it on the old Atari 800xl. (I assume there was a C64 version as well..) I should mention, though, that the real fun in the game came from playing it multiplayer.

      So what was it about? Sorta like a cross between T-Mek and air hockey. Each player had a vechicle they drove around a map that wasn't much different than a chess board. There were goals on either end that moved from left to right. Down/Up = back and forth, left/right = strafe left/right. The button was used to fire the ball. The vehicles automatically faced the right direction.

      Fun, and very simple game. You catch the ball and go heading towards the goal. When you press the button, the ball is flung in the direction you are aiming. There's no rotation in the game, so it just sent it down the z-axis of the board. The other guy could catch the ball. If he did, he could fire it towards your goal. Etc.

      It's the type of game you could hack together in Basic in an evening, but man I enjoyed the heck out of it.

      --
      "Derp de derp."
    3. Re:Best one button game? by Babbster · · Score: 1

      One-button? I prefer no-button myself. Pac-Man (actually "Ms." was my favorite) and Robotron: 2084 were particular favorites way back in "the day."

    4. Re:Best one button game? by Rallion · · Score: 1

      Any Missile Command game will keep me busy for a while, actually.

    5. Re:Best one button game? by heldlikesound · · Score: 1

      I did a poor job of explaining the game, there is one button and that's IT, no control stick. you are always going forward and always going down, so you change your lift by pressing the one button, a true one button game. Pac Mac is more a 4 "button" game as you can go forward, back, left, right...

      --


      Cloud City Digital: DVD Production at its cheapest/finest
    6. Re:Best one button game? by Black+Hitler · · Score: 1

      I seem to remember Missile Command having three buttons.....

    7. Re:Best one button game? by Rallion · · Score: 1

      Some versions do, yes. Other have two, others have one.

    8. Re:Best one button game? by Anonymous Coward · · Score: 0

      "Other have two, others have one."

      The lame versions, I guess.

    9. Re:Best one button game? by SamSim · · Score: 1

      What you're describing sounds very similar to this, which I agree is a great example of a game with LITERALLY only one button (not even a d-pad!) providing a great deal of entertainment. (Beat 1629.)

    10. Re:Best one button game? by kisrael · · Score: 1

      Mario Party has some good ones.

      I've made some games you might be interested in ...
      game button arcade, reasonably playable games that take place ENTIRELY in a single normal HTML grey pushbutton (via javascript)...the only input is the button, and the only output is, in effect, the caption on the button, but I still came up with some half decent action games.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    11. Re:Best one button game? by kisrael · · Score: 1

      Oh, also, I'm making a game for the 2600 called "JoustPong" which is "Pong with a Flap button"...a bit like SF-cave in that regard, using "going against gravity" as a way of making a minimal-control, decent-movement-complexity game.

      The page for the atari 2600 version is here, or you can check out an earlier java version.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    12. Re:Best one button game? by Anonymous Coward · · Score: 0

      Wow, genious, did you notice the fact that that IS SFCave? The fact that it says "SFCave" in big letters when you start it should have been a clue.

  6. What was the point of video games again? by yeoua · · Score: 4, Interesting

    Why do we play video games?

    For fun.

    It's a pretty obvious answer. And struggling through pages of manual text to get to the point of being able to proficiently play a game may not be considered fun to some people (though some PnP players may disagree... I also enjoy going through manuals sometimes). If there is a high learning curve, it just is a barrier to the real point of the game, fun.

    On a similar note, there are just some people who do not get the point of RPG's and won't try them, probably because they won't try to learn the interface and the rules behind it and would rather play an fps which takes no time to learn (in most cases).

    1. Re:What was the point of video games again? by Gogo+Dodo · · Score: 2, Interesting
      Personally, I've judged a game's "fun factor" as how frustrated I get with a game. I play games to escape from the normal every day frustration of work. The last thing I want to do when I'm supposed to be having fun is getting more frustrated or have to study some manual to figure out how to do something.

      I pass on high learning curve games, but don't play FPS games(I'm susceptible to FPS-induced vertigo). I just want to dive in and escape for an hour or so.

      Been playing a lot of old games on MAME lately like Asteroids and, my personal favorite, Bubble Bobble. Been playing Bejeweled, Bookworm, and an old Apple II RPG called Wizard's Crown.

      I've stopped by the local arcade and see the kids play the fighting games and I wonder how they manage to keep track of things. Things just seem like a blur to me. The technology of the 3D fighting games fascinates me on a professional level, but not as a player.

    2. Re:What was the point of video games again? by Derkec · · Score: 1

      Sometimes there is a whole lot of fun in digging deep, seeing the amazing varities of play and using that "research" to explore and have a blast within a game. Witness the Civ series.

      Othertimes, you dig and you dig and as much as you want the super-deep game to be fun, it just never really materializes. Witness MOO3.

      The authors are right though. We shouldn't say simplie is bad. Likewise, we shouldn't say complex is bad. Games need to evaluated for how fun they are. If they are meant to be complex and do that well, great. If they are meant to be simple and do that well, great.

      We should evaluate games like Ebert does movies. Based on what they re meant to be. He really liked Tomb Raider because it was fun, there were nice breasts and life was good. The movie did what it was supposed to well. He also really likes the recent film Monster, which has a very low hotness factor, but is deep, moving and has excellent acting. While not "fun", it does what it's meant to do very well.

    3. Re:What was the point of video games again? by bl0nd13 · · Score: 1
      Based on what they re meant to be. He really liked Tomb Raider because it was fun, there were nice breasts and life was good. The movie did what it was supposed to well. He also really likes the recent film Monster, which has a very low hotness factor, but is deep, moving and has excellent acting. While not "fun", it does what it's meant to do very well.

      ...which points to my only disagreement with the posts in this thread. "Fun" is a nearly meaningless word when you really begin to question what constitutes a "fun" experience. A movie like Monster isn't fun by any means, but if it succeeds, it is moving. Different texts (regardless of their genre or form) move their readers/viewers/players differently, but they all succeed at moving, at being emotionally affective. To relegate all videogames to the realm of "fun" is to do a great disservice to those rare games that seek to achieve a deeper affect, like Deus Ex which is the most reasonable enactment of a true moral conundrum available in gaming, or Half Life and System Shock 2, which dragged me through desperation and horror, emotions not usually considered "fun," but worth experiencing nonetheless.

    4. Re:What was the point of video games again? by Derkec · · Score: 1

      Dead on. I should have replaced "fun" in my what's important for video games with something more akin to "rewarding". When one thinks back to playing Doom 2 as a youth, it wasn't fun as much as it was scary, intense and challenging. "Fun" games don't get much better when you play them in the dark.

      My personal tastes tend to be away from "fun" games as often as not. However, when I had to tell someone why I liked the most recent Zelda, I stuggled a bit before describing it as "just a joy to play." That's a fun game. Civ 3, is challenging, interesting etc, but not something you'd watch somebody else play if only because most of the interesting events are happening inside the head of the player.

    5. Re:What was the point of video games again? by bl0nd13 · · Score: 1

      Thank you Derkec; I've posted along these lines repeatedly, and you're the first to bother replying at all. It's such a joy to know someone else in the world (besides my small band of fellow academic game theorists, and not even all of them) take games seriously. Now, if only most games took us more seriously...

    6. Re:What was the point of video games again? by Derkec · · Score: 1

      You're welcome :). I tend to reply to those who reply to my comments out of courtesy if nothing else. I figure that's why they made the feature that lets you check if anyone replied to you.

      I hadn't thought very much about funness of games in the past, never for more than a minute or so while doing something else. However, reading your comment was a "well duh" moment for me. It all came together a bit. Looking at your website url, I'm fairly confident you think more seriously about games than I do.

      Regarding games taking us more seriously, I only wish. I've been in a rut for a while now without finding a game I can really get into. My wife would tell you that NFL 2K3 is it, but let's face it, sports games only go so far. My favorite game right now www.hattrick.org is one of those that you can only spend so much time on.

  7. Simplify, simplify... by shadowcabbit · · Score: 5, Interesting

    It's not just the gameplay that needs to be simplified, it's the control schemes more than anything. Let's take a look at a couple recent games-- Mario & Luigi: Superstar Saga, and Sonic Battle. Same platform (GBA), same controller (obviously), but different genres. M&L is an RPG, known for having very simple controls (d-pad for menus, OK, and Cancel), but M&L's controls seem needlessly complex and somewhat overdone. Does the game really need separate buttons for Mario and Luigi each? In battle, it's a neat concept, but outside of battle it's really irritating.

    Contrast that to Sonic Battle, a fighting game. Fighters are known for overly complex combo moves and unforgiving command sequences, but SB manages to avoid all of this. One button for attack, one for defense, one for jumping, and one for a super move. Much easier to pick up and play than, say, Mortal Kombat Eleventy-Billion.

    I spent WAY too much time last night playing Enigma, a game that's included in the most recent Knoppix distro (+1 Linux Karma Whoring). Simple game-- use the mouse to control a marble, or several marbles. Very easy to learn and frustrating as hell (in a good way).

    You can have a simple game, or a simple control scheme, or both. If you have a complex game, it might necessitate complex controls, but that doesn't mean the manual PDF must be larger than the size of the actual game.

    --
    "Why Subscribe?" Good question...
    1. Re:Simplify, simplify... by FunkSoulBrother · · Score: 1

      Let's take a look at a couple recent games-- Mario & Luigi: Superstar Saga, and Sonic Battle. Same platform (GBA), same controller (obviously), but different genres. M&L is an RPG, known for having very simple controls (d-pad for menus, OK, and Cancel), but M&L's controls seem needlessly complex and somewhat overdone. Does the game really need separate buttons for Mario and Luigi each? In battle, it's a neat concept, but outside of battle it's really irritating.


      Having Played Mario&Luigi: SuperStar Saga to completion over this years holiday season I can tell you that you have it quite the opposite. In Battle, the seperate controls are quite irritating (though still necessary for counterattacks). Out of battle, it would be impossible to solve puzzles if the "A" button controlled both Mario and Luigi, as you need to use them simultaneously at tiems.

    2. Re:Simplify, simplify... by Godeke · · Score: 1

      I think perhaps he was complaining about the incessant need to do pair jumps by switching primary characters (how many places has lift/tornado/lift/tornado alternations... that's not a puzzle, that's just gratuitous).

      --
      Sig under construction since 1998.
  8. Deus Ex vs Deus Ex: Invisible War by balthan · · Score: 4, Insightful

    On the other hand, simplification doesn't always lead to a more fun game, either. Ion Storm took Deux Ex, a game greatly praised by gamers, got rid of all the complex parts and made Invisible War. What happened, though, is they got rid of most of the parts that made the first game so good. IW is nowhere near as good as the first game, and the lack of complexity has a lot to do with it.

    "When we started working on Invisible War, we targeted the console from day one. This time it wasn't an afterthought. Every decision we made along the way considered that we would be running on a console. And I think you'll notice the difference." -- Matt Baer, Ion Storm

    1. Re:Deus Ex vs Deus Ex: Invisible War by NanoGator · · Score: 2, Insightful

      "On the other hand, simplification doesn't always lead to a more fun game, either. Ion Storm took Deux Ex, a game greatly praised by gamers, got rid of all the complex parts and made Invisible War. "

      Well, hold on. The game was a sequel, right? *anything* missing from the first game would be cause for bitching. In other words, if Invisible War were developed by a different company, and not as a sequel, the simplification could have been just fine. (Note: Never played the game so I don't know if it's a good game on it's own. Just saying that the simplification wasn't necessarily what made people upset...)

      --
      "Derp de derp."
    2. Re:Deus Ex vs Deus Ex: Invisible War by Rallion · · Score: 1

      Yeah, but some people love IW. Some people say it's miles ahead of the original!

      Personally, I do find that hard to believe, though my geForce4 MX keeps me from even playing it. Still, there are people who loved the downshift in complexity.

    3. Re:Deus Ex vs Deus Ex: Invisible War by unclethursday · · Score: 2, Informative
      My review of DX:IW. I compare the two games throuought the review for people who haven't ever played the first (which you can find, if you can find it, for $10 brand new for the PC).

      DX:IW is in no way a bad game, but, it certainly isn't as good as its predecessor.

      The first Deus Ex, in case you didn't know, had a lot more RPG elements in it, as well as being a FPS game. Experience points, skill building systems, etc., all made Deus Ex much more than a simple FPS game. If you ever played System Shock 2, Deus Ex was designed by the same people, and improved upon the greatness that was System Shock 2.

      DX:IW got rid of the experience points, the skill system, the individual body part health, and actually got rid of of the more outdoor-type areas that permiated the original (which were great, even if they were smaller than they may have looked).

      I still gave DX:IW an 8 out of 10. It's a very good game, overall. But, compared to the original, it just isn't quite the same sort of feeling as you go through it. The original Deus Ex is a 10 in my book, even on my shitty PC that barely runs it (more to do with the video card than anything else).

    4. Re:Deus Ex vs Deus Ex: Invisible War by murdocj · · Score: 2, Informative

      I would agree that Invisible War isn't nearly as good as Deus Ex. It seems like they concentrated on stuff like "real world physics" and lighting effects that are cool for about 5 seconds, but they got rid of the depth of play.

      One important point is that even though the original game had a lot of depth, it was not complicated to learn. Also, the game "flowed" really well. You never felt like you were "finishing a level", you felt like you were exploring the world. Invisible War feels a lot more like a plain shooter. It also seems a lot harder to sneak around in Invisible War... seems like you are required to treat it as a shooter rather than an RPG.

    5. Re:Deus Ex vs Deus Ex: Invisible War by ziggles · · Score: 1

      I disagree completely. The game has problems, but not due to simplification. Everything they took out from DX1 was a correct decision in my opinion. However, the game needed about 3 or 4 months more work to smooth out all the bugs/glitches/performance issues and a little tweaking in general. Hopefully additional patches will fix more problems.

  9. As opposed to? by __aatgod8309 · · Score: 3, Insightful

    I almost exclusively buy games second-hand, which means i sometimes don't get a manual. One test of game design is whether a game is playable sans manual - lets mention Master of Orion 3 here...

    I think games that are 'intuitive' and easy to pick and just play are getting thin on the ground on the pc, as it's easier just use lots of keys or some fancy mouse-driven system. I'm not saying that the consoles are neccesarily better due to their comparitive lack of control options, but that lack makes an intelligent system more of a necessity.

    The trend (on the pc) to make the same games (FPS/RTS) and then just try to differentiate on minor details doesn't help much.

    1. Re:As opposed to? by Nasarius · · Score: 1

      Excellent point about manuals. If you're going to make a game that _needs_ some sort of reference, put it in game, or at least stick it in a PDF on the CD. It's really too bad about MOO3, because I absolutely loved MOO and MOO2. The interface was just awful and unusable.

      --
      LOAD "SIG",8,1
    2. Re:As opposed to? by bluGill · · Score: 1

      Not to mention the number of kids I know who don't read the manual anyway. Just got back from visiting my cousin's, playing some sort of game, and they had no clue what I was doing when I pulled the manual out after I lost. (Some Mario 4 player fighting game, I never looked at the title)

      Then again after reading the manual I know why they didn't bother. It might have had everything in there that I needed to know, but I couldn't understand it, and I always tested in the 99% for reading. (writing on the other hand was about 40%) So if I can't understand it I know that nobody else can either.

    3. Re:As opposed to? by Divide+By+Zero · · Score: 1

      If you're going to make a game that _needs_ some sort of reference, put it in game, or at least stick it in a PDF on the CD.

      A PDF? Dear God No. I may be in the minority here, but I -like- complicated games. All the Jane's simulations, Falcon 4.0, that sort of thing. (Whether or not this makes me a nutjob is beyond the scope of this post.) If your game is THAT complex and you're going the no-ingame-tutorial route, you -need- to be including a printed manual, preferably ring-bound. Don't make me print 200 pages on an inkjet printer. Don't make me worry about getting pages out of order by knocking the stack off my desk because I don't have any way to bind these sheets. Just give me a book that will sit open on my desk so I can refer to it when the need arises. If it drives you over budget, fine - include the PDF and an order form for the printed book. I had just such an occasion arise with one of the Jane's games - my printed manual got ruined, but for... $10? they sent me a new one. Worth every penny.

      As for the MOO3 interface, well, you can't win 'em all.

      --
      Dare to Hope. Prepare to be Disappointed.
  10. The Simplest Game, Ever by Radu+Lycan · · Score: 1

    Pong. Move paddle left, or right, try to line up paddle with moving ball coming towards it. Can't possibly get simpler then that, can it? lol.

    1. Re:The Simplest Game, Ever by Anonymous Coward · · Score: 5, Funny

      I don't know about that...

      When I played Final Fantasy X, I didn't touch the controller for *days*. (Endless Cutscenes)

    2. Re:The Simplest Game, Ever by NanoGator · · Score: 2, Interesting

      "Pong. Move paddle left, or right, try to line up paddle with moving ball coming towards it. Can't possibly get simpler then that, can it? lol. "

      Actually, yes it can. I had a game for my old Vic-20 that only had one button to play. There was an array of missiles at the bottom of the screen. Pressing the space bar fired them sequentially. [Press]- Missile 1 goes up. [Press]- Missile 2 goes up. [Press]- Missile 3 goes up. There is some traffic at the top of the screen. I think it was enemy airplanes, or aliens, or something like that. The goal was to time the missile launches so they'd collide with the moving elements at the top of the screen.

      Okay, not the most enthralling game ever, but it was interesting. ;)

      --
      "Derp de derp."
    3. Re:The Simplest Game, Ever by kisrael · · Score: 1

      JoustPong controls more simply....press button to flap and move your paddle/player into position, against gravity. (I'm also trying a port for the atari 2600.

      Trickier to control than pong, but in some ways simpler.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
  11. Simplification in games by neostorm · · Score: 3, Interesting

    Games will generally always benefit from a more simplified control scheme. The easier it is for a player to jump into a work and play, the more potential fun and wider potential audience.

    It doesn't always end up that way, which is an interesting loophole to that rule. I carried the torch for the "simpler=better" argument until I played R.A.D. (Robotic Alchemic Drive), which places you as the pilot to a giant robot in a very Japanese style fighting/adventure game. The premise of this game is like many other 3D robot games, with their control scheme being a large exception. The game treats the interface as thought the player is controlling a giant remote control toy, using L&R 1&2 for control of the legs (forward and back) and the analog sticks for control of the arms (left and right punches). Turning a standard 3D action titles' controls upside down provided me with the most entertaining experience in years. Half of the games challenge was learning to effectively control your larger, onscreen avatar, and it was a blast. Just for argument, there was an "easy" option for the game that reverted the controls to a simplified control pad = direction of the robot, etc. control system. However this took absolutely all the fun out of playing the game when used, because the main draw to the game was the experience of surmounting the more immediately challenge: that of your own motor skills.

    So that just goes to show that in some cases simplicity is better, but it doesn't always apply. If the controls in R.A.D. weren't as logically placed, or as responsive, it may have turned out to be an ugly experience. In the instance of Deus Ex 2, this title is just another addition to a long line of games in one particular genre. A genre that has built upon its series' standards for many generations and players have come to expect certain things. The attempt to simplify this title was not so directly relevant to gameplay as the previous example, and instead was receive poorly due to expectations of those standards by series' fans.
    (I think this is akin to an American driving a stick-shift in the US for most of his life, and then buying a new car only to find it's an automatic whose steering wheel is on the right-hand side. It may essentially be a much "simpler" control scheme, but our American driver has come to expect the standard he was raised on, and would probably reject it.)

    I think the moral here is to not pigeonhole your designs, and experimentation is still a viable strategy in this medium.

  12. True Crime: Streets of L.A. by windex82 · · Score: 2, Interesting

    Is a perfect example of control gone bad. The whole feel is so wrong its not funny. It seems as though a game that is so similar to Grand Theft Auto would try to make the control similar feeling, it seems as though they went out of there way to make sure the controls were made to be as far away from GTA as they could get, and I'm not even going to get started on the inability to control your character, let alone drive, with the d-pad.

    You play the cop brought from suspension back onto L.A.s Elite Operations Division. You can play the game in two styles, good cop or bad cop. The overall look and feel (other then control) is that of grand theft auto. You have an entire city map able to roam free on in-between and during some missions. You can "commandeer" vehicles, no fugitive effects from this, then run over people as you see fit. This will result in loosing points on your good cop bad cop meter. You can also frisk people, leading to good cop points if they have a weapon or gun, but no loss of points for searching an innocent.

    Theres also a deeper story to the game, its just getting started from where I've played up to, but it seems as though your father had simply disapeared years ago after busting up some large ring or something to those effects. I'm on the third episode and am just begining to recive peices of the main plot so im pretty clueless as to why I'm playing right now ;)

  13. Simple Games are Difficult to Reconcile /w Tech. by ReyTFox · · Score: 2, Insightful

    At first, video games were simple and limited not just because of a lack of design abilities, but because of technical limits. We all know that, but we don't necessarily look at the other side of the story...

    As the barriers to creating video games with more technical sophistication went away, games naturally moved in the direction of becoming sophisticated themselves, because that's generally agreed to be the best way to eke out every last drop of play value for your development time. And so features like item shops and special moves and multiple endings came into vogue, because they gave the game a little extra bit of fun/complexity and were relatively easy to add into a game once the rest of it was in place.

    Games for the computer platform, of course, are most guilty of going overboard on complexity. And why not? It's a good platform to appeal to someone who wants a detailed simulation.

    However, both console and computer games have fallen into the same traps. Now that all developers developing for the retail market have good access to detailed 3d graphics, the overwhelming temptation is to make the play 3d too, regardless of whether that's a good idea or not. Similarly, because it can be done, developers of all styles of games will throw massive quantities of some kind of feature at you, be it # of enemies, special effects like lighting or wierd gravity or whatnot, subquests of the FedEx variety, or special attacks or combo moves or SOMETHING.

    This is all done as a way to differentiate the product and improve gameplay, but the massive flaw of this methodology is that one does not have to improve gameplay by making use of new technology or by adding directly and sequentially to previous designs. It works in the short term, on a product-to-product basis, but over time results in games that feel "heavy" and demanding of the player in a way that old games never were - they simply have so much STUFF in them that one can't find the fundamentals of the game anymore, and so players will, time and time again, go through them like they would a theme park - picking and choosing among the attractions of the game - and if they are lucky, they get that choice 100% of the way. If not, there is inevitably player suffering due to game length/other annoyances.

    The point of all this is, one should design games so that they have complexity that is merely sufficient to the task, and not to go any deeper without good reason. Abstraction is a very useful tool, as non-video game designers have known forever(well, the ones that weren't wargamers, but cardboard-and-paper wargames that are heavy on detail and take most of your day to play come few and far between today for a good reason).

  14. It's all relative by badfrog · · Score: 2, Interesting

    A simple game can still be loads of fun. I bought a GBA for the sole purpose of playing WarioWare on planes, and it worked great!
    Then, I became addicted to the 'old' games being released, like Super Mario World, which I had already beat every world on my SNES back in 1994. However, it had been so long, that I couldn't even remember how to get to some of the secrets, and I had to resort to my GF sitting next to me. "Hey, do you remember how to beat this Ghost House?"

    Anyway, the ultimate in simple games was Space Zap, which went by by many other names. The original arcade had 4 directional buttons, and a zap button. I remember being about 6 or 7, and my aunt was actually playing the directional buttons. All I had to do was keep pushing the fire button as fast as I could, and we did that for about 20 minutes. That's about as fun as a game can get for a 6 year old, back in 198x.

    1. Re:It's all relative by Babbster · · Score: 5, Funny

      I don't know which to envy more - the fact that you [apparently] have a job where you get to travel, or the fact that you have a girlfriend who could be expected to remember how to beat a level on a video game.

    2. Re:It's all relative by badfrog · · Score: 1

      You assume too much. Flights are not for a job.
      But, the girlfriend DID remember how to get through the level. (bows head in shame)

    3. Re:It's all relative by Babbster · · Score: 1
      I do have that tendency as I can be somewhat of an ass. Thank you, however, for giving my envy a well-defined direction. I salute you, sir.

      (I really need to avoid hanging around Slashdot while I'm tipsy.) :)

    4. Re:It's all relative by Rallion · · Score: 1

      No shame. Raise your head in pride, friend.

    5. Re:It's all relative by analog_line · · Score: 1

      Shame? Hardly. You're a lucky man, man.

  15. Two Simple but Good Games by Gleng · · Score: 1

    Bishi Bashi Special and Rocky Hopper (I could only find a review of Rocky Hopper 2, but it's pretty much the same thing). Excellent fun when you got a room full of drunken friends.

    --
    "Proudly Posting Without Reading The Article"
  16. Simpler is often better by Saiai+Hakutyoutani · · Score: 4, Insightful

    I think the best games are those that have an original CONCEPT, though they're not necessarily better because they're simple.

    The most enjoyable games I've encountered so far are Pong, bzflag and Weichi/Igo/Baduk (A Chinese board game), and all three are games with relatively simple rules, but a very original concept. Tetris wasn't bad either, and follows the same pattern. The only game of these four to actually have anything that resembles an engine is bzflag, and it's a simple one at that.

    A notable thing about Igo is that with its simple rules set and 19x19 board, it's actually more complex than modern games, and even more complex than chess. So sometimes less is more.

  17. What about middle ground? by Masami+Eiri · · Score: 4, Interesting
    Some games are simple in control, but need some thought to utilize said controls.

    Prince of Persia: Sands of Time has a pretty simple control system, but it can be challenging in learning how to use the Prince's abilities effectively. When there's 4 big sand creatures with swords as big as the Prince, you need to pull off some fancy stuff :D

    1. Re:What about middle ground? by Rallion · · Score: 2, Insightful

      I think that's the idea. There has to be some challenge in a game, after all.

  18. I think they are missing something by newsdee · · Score: 3, Insightful

    I don't buy the fact that simpler games means better. They may be fun and have a lot of "twitch factor", but after some time you get tired of them. I think rather that games should only *start* simply. A lot of games (especially on PC) throw you with full control of the interface and drive you through a tutorial so that you can learn how it all works. Sure, its cool to have a lot of options, but it takes a lot of fun of discovery away.

    Compare with, for instance, Super Metroid. You can do some basic stuff (run around, shoot some monsters) with the D-pad and one button, but to finish the game, you need to learn the rest of the commands. However, you learn them slowly as needed... I noticed that this "simple-to-harder" gameplay seems to be a design choice in a lot of big N games.

    1. Re:I think they are missing something by scot4875 · · Score: 1

      One of the reasons that Super Metroid is still my favorite game is because of precisely this: anyone can pick up the controller and get all the way through the game with nothing more than walking, shooting, jumping, and running.

      But the more advanced players will learn how to do the wall kick and boost jumps, enabling them to find new areas and shortcuts and get through the game faster. So even after beating it once, there's still tons of room for improvement.

      Basic control is both easy and adequate to finish the game, but the controls extend much further than the basics for those interested in mastering them.

      --Jeremy

      --
      Jesus was a liberal
  19. Two For The Price of One by Black+Mage+Balthazar · · Score: 5, Insightful

    Personally, I like it when games are easy to pick up, but difficult to master.

    My prime example is Soul Calibur II. Any newb can pick up this game and beat the computer with some button-mashing finesse. They might have trouble against an experienced player, but if two friends pick up a rental and proceed to smash each other with no thought as to what the buttons do, it can still end up being lots of fun.

    However, each character has at least 100-150 moves, many have multiple stances, and more characters are unlocked as you play. This leaves room for a great deal of time spent mastering your character, developing combos, etc.

    I think it is very important for a game to be both accessible to the casual gamer, as well as the hardcore, and this game does it well.

    1. Re:Two For The Price of One by Anonymous Coward · · Score: 0

      Any newb can pick up this game and beat the computer with some button-mashing finesse. They might have trouble against an experienced player

      If it's anything like SC1, its because it has crappy AI. I can beat it on "ultra hard" despite not really knowing how to play. No challenge, no incentive to learn.

  20. donut by August_zero · · Score: 1

    It's like food really.

    Some foods are complex, composed of multiple layers of delicate pastry. Others are very simple like a bowl of chicken soup. What the whole thing is about though, is how does it taste?

    A good game is a good game. Length, complexity, graphics, sound, none of these things by themselves make a great game, and no single ratio will give you the perfect game either. It's all about if the game is good, or crap.

    It doesn't mean that we can then go about selecting prototypes in an effort to defend the quality of our favorite games in this manner:

    DOA is simple
    Warioware is simple and also very good
    Therefore DOA is better than Soul Calibur

    (just an example I pass no judgement on any of these games)

    Isn't your own personal enjoyment of a game good enough? I loved Maximo but most people thought it was a boring overly hard action game with crappy camera controls.

    --
    On Wall Street they say "buy low, sell high" On the pad we say, "buy high, sell high" Isn't that somehow better?
  21. Two words: by Anonymous Coward · · Score: 0
  22. If you liked Choplifter! by slashdotstrawberry · · Score: 1

    Be sure to try out the game "Chopper" for OS X. Anyway, it's damn fun (and pretty) --- you can download it here http://www.majicjungle.co.nz/chopper.html

  23. NTSC-UK _ by FortissimoWily · · Score: 1

    Didn't those guys publish an article insulting people that play older, simpler games a little while back? ;P