Capturing Gaming Feel Not All About Complexity?
Thanks to GameSpot for its 'GameSpotting' column discussing the largely indefinable 'feel' of a videogame, suggesting: " I'd much rather play a very simple game with a great feel to it than a highly complex, sweeping game consisting of a huge variety of different elements, none of which are terribly good in and of themselves." The writes goes on to compare the "polar-opposite types of game design philosophies" displayed in Ikaruga ("I think of [the game] essentially a flawless masterpiece") versus Morrowind ("I think of [it] as being great mostly through the sum of its many parts"), before concluding: "Games shouldn't take on extra features for the sake of it... Quality of gameplay is ultimately what matters most to people who avidly play games, and high-quality gameplay comes from having the right feel, rather than the other way around."
One might enjoy a game like Super Off Road because of it's simple, yet addictive gameplay.
When you see hte sequel, Super off road baja, you wonder WTF happened
On the other hand, tho, You have a game like Zelda: Link to the Past, which is a FANTASTIC game -- Then you compare it to Ocrina of Time... and you can see how "Features" can improve a product.
WTPOUAWYHTTOTWPA
What's the point of using acronyms when you have to type out the whole phrase anyways?
1st game that I believe has been very good in more than one department, fps (loads of action, powrful enough weapons and sometimes weak enough baddies to give a feeling of Doom. Dark area's combined with amazing atmosphere, ability to shoot lights and lure enimies makes it nearly as good as splinter cell (it has more accurate lighting too) and better than manhunt, gr8 story (as far as i have got) and good RPG elements.
Its a film license, how did it not suck!
Yes, it's time for the mandatory Slashdot mentioning of Nethack, brought to you courtesy of ThinkGeek and Invisible Lallapalooza....
Nethack is an example of a game that rides its complexity to greatness. It makes it hard to learn, but once you learn it, it's wonderful.
Yeah, I've been thinking a lot about it lately....
What I'm trying to get at is that for myself I would rather see a simple, yet potent game (Ikaruga is a great example) than a more complex do-whatever-the-hell-you-feel-like style game. A complex game like one of the Baldur's Gate games is much better than Morrowind, as the latter's complexity is better suited as a MMORPG.
Those frustrated trying to learn Nethack's large library of instant-kill one-trick jokes may try Crawl, and struggle instead against its large library of instant-kill out-of-depth monsters.
Seriously, from the point of view of the original article, although Crawl is a turn-based roguelike game it gives a convincingly frenetic fast-action feel. You have time to think between moves, but mistakes are punished harshly. The game's principal flaw is that, until you become VERY good, only about 10% of your characters survive long enough to gain any control over their fate.
www.dungeoncrawl.org
Constructive logic destructs my brain.
Would be Tetris. I like all the simple versions like the Arcade and the Nintendo (NES, GB) versions. I've tried the Xbox version and I think it's BS (you shouldn't be able to keep re-flipping a piece to keep it from sticking,) but my point is that the simple, set rules of gameplay have made it into classic game that I can still pick up and play at any time, even though I've been playing it a little more than half my life.
0- Eamonman Proud member of DNRC
If someone showed me wolfenstein enemy territory back in 1980, I'd think the game has an unacceptably difficult learning curve. Basically only very extreme geeks could understand it enough to play it.
If someone showed me wolfenstein enemy territory in 2000, I'd think it's no complex than any other game in the market.
What does that say? Alot about the complexity of games in general in the market going up and up.
Those wishing for a more consistent Roguelike world -- indeed, it has an extensive overland map -- and a pretty interesting story besides (if you survive long enough to start to learn it) ought to try Thomas Biskup's Ancient Domains of Mystery, or ADOM for short. As devious as Nethack and SLASH-EM can be, I'm always pulled back to ADOM's imperiled world, which is also ridiculously deep and as such a blast to learn. Note that while the game is free, the source is closed (largely in order to prevent the development of variants inconsistent with the author's vision of the world and the monsters that inhabit it) and as of yet there are no OSX or Amiga ports.
One of the main gripes with video games is that they aren't long enough. I hear this all the time from people. However, I hate it when I play a game and it makes me go through the dumbest hoops just to make the game longer. For example, I recently started playing Champions of Norrath. There's one level I just finished where you have to fight through this ant hill of giant ants until you get to the bottom and kill the boss queen ant that's plaguing the city. I must have killed ants for an hour just going around in a circle until I finally got to the end of the level and then had a tedious fight with this ant. All with no save areas in between. (Granted I could gate out and save at least.) I was so bored and I don't know how many times I screamed, how much further is this stupid thing. Same thing happened when I was trying to make my way through Lord Vanderhosts' castle in that same level. A game that does it right however is Knights of the Old Republic, which I'm also playing right now. I've already played for 11 hours on it (which is a lot for me) and haven't gotten bored once. The levels are laid out, at least so far, with common sense in mind. There's no intricate dungeon just for the hell of it. When you're in a base, it makes sense to be in the base and going through the rooms you're going through. I love this game, and haven't gotten annoyed with it even once. It's not overly difficult, but the story is amazing, and the gameplay is great. I'm not even sure I'll go through the hassle of finishing Champions of Norrath, but I'll play KoToR until my fingers bleed.
Just to another voice to the complexity sliding scale: I used to get all the big-name RTS titles like Warcraft II & III, TA, Homeworld, etc., but would always find that about half-way to 2/3s through most games the complexity of the games got to high -- too many units to manage, to many avenues of attack -- that the games became no longer fun, either because I was losing all the time, or contantly pausing (Homeworld became a pretty, 3D turn-based game soon after the Gardens of Kadesh for me, even though its a game that many consider to be 'easy').
Anyway, what I'm trying to get at is that not only are there many differences between people for their tolerances for complexity, but people themselves frequently have ranges of tolerances that can change over time. I've recently gotten very much into Morrowind after nearly giving up RPGs a few years ago, and I love the open-ended 'choose-your-own-adventure' feeling of it. Of course, the last game I really enjoyed was Call of Duty, which is so linear and focused that the game even tells you "You cannot open this door. You will never have to open a door in this game." the first time you attempt the cliched FPS "try every door to find the one that opens to the next room" technique.
The most important thing, when it comes to complexity, is interface design. Homeworld had incredible interface design for the first true-3D RTS, but apparently it still wasn't enough for me, as I would frequently lose entire squadrons of fighters that could only be found with frequent use of the 'pause' button. But I don't want to go off into a rant, so I'll leave this comment off now.
[SIG] It's like putting a moose in the blender -- a recipe for disaster!
am i the only one who thinks this whole thing is just a little ... obvious?
Kent Simon Multitheft Auto
Ikaruga was not just about the polarity. Polarity forces you to make choices, thats is whats so fun about polarity is skill factor involved in conjunction to how the levels are designed. (Level 4 anyone?) hardly a gimmick when you need to use it skillfully to survive! Knowing when to absorb enemy shots and knowing when to release them to kill enemies in the correct order to obtain the maximum score is what ikaruga is about. If you have any doubt check the demos on different screen widths/options on horizontal it will show you advanced chaining techniques in the levels in conquest mode.
Ikaruga was mainly about chaining and getting a high score. It is a twitch skill based game. The game while short and somewhat uninspired had deep puzzles for chainers in level design. Just watch some of the best ikaruga players The goal of any serious ikaruga player is to chain enemies and rack up the highest score possible which is a tremendous feat in and of itself. Thats the Ikaruga's main draw, is the challenge of mastering the levels and chaining perfectly, not to finish the game on easy just shooting guys blindly or dying until you get infinite continues to finish the game.
Check out some of the replays here... this is what ikaruga is really about.
http://kiken.sirkain.net/Ikareplay.html