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