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