Are Today's Games Too Complex?
by Alec Matias, Jun 21, 2005 6:21am PDTThat's the argument being made over at the Game Chair. This has been a hot topic of debate recently and it's been spurred on by Nintendo's steadfast committment to making games for the entire family. Its next-gen console, Revolution, is supposed to feature games that are accessible and enjoyable for every person due to their simplicity. However, hardcore gamers have chastized Nintendo for the move, claiming they want more titles that are huge in size and scope. An obvious rift has been formed.
In a recent interview with CNN Money, Shigeru Miyamoto said that there are not many games that he likes to play today. He cites the complex, inaccessible, and time-consuming nature of today's most popular games. How bad are things when someone who has spent decades creating some of the most creative games ever conceived can't find games that he enjoys? Perhaps Miyamoto's frustration with the current trend in game design reflects the growing divergance between the needs of serious Gamers, casual gamers and non-Gamers.I've noticed a few Shackers say in the comments that they've fallen out of gaming. Is this the reason? Do games like GTA:SA feature too steep a learning to get into? What's the delicate balance of complexity and simplicity?
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Comments
In response to many posts in this discussion: so games are getting less complex? So you're telling me that GTA:SA, HL2, Doom3, etc. are all less complex than Donkey Kong? Think of how that sounds and I'll let you answer that question yourself.
Miyamoto is making an observation that the landscape of gaming has changed drastically over the past 25 years. At 1980, nearly everybody could just pick up and play a game without much effort. It was about frantic and twitch gameplay. 25 years later it's dazzling 3d real-time environs with involved stories, characters, and scripts. There are titles that require a lot of time to get to the meat of the title. The focus 25 years ago used to be the gameplay (the actual game), the focus now is making them more visually realistic and parallel to real-life. Games used to be about escaping reality, now they are about simulating reality.
With the shift of focus in gaming the past 25 years, it has cultured a very faithful gaming community but it has also alienated that many more. For every person who plays games, there are several more who wish they could play games. Think of your parents, your grandparents, some of your friends, maybe your significant other, brother or sister. They might just fall into that category. Nintendo and Miyamoto recognize this trend of the past 25 years and see a great opportunity. Re-introduce gaming to those who want to get into gaming but are too intimidated by today's games and give today's gamers something new. Nintendo seems to feel gaming needs to be more accessible to everybody.
The DS was their first step with this new philosophy. Many hardcore gamers write it off as a gimmick, many others think it is a very refreshing strike at creativity. However the new and unique titles on the DS are definately catching the eye of the alienated gamer. I can not tell you how many people I know who don't play games see my DS and try it out and want to buy one right after playing one game.
Revolution will be the next step in the "N Philosophy." I don't believe the idea behind Revolution is to go back in time to where we were 25 years ago, but to take gaming in a new direction based on the technology of today with inspiration of yesterday. I am personally interested and intrigued to see what comes of this.
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If you look at past games, you'll see how in depth they are. Compare Baldur's Gate II to Neverwinter Nights. Both great games, but there is no comparison in complexity. The Baldur's Gate series is the most in depth RPG in existance.
Role Playing Games are probably the best example of this. Look at the new RPGs coming out for PCs as well as consoles. They're all "dumbed-down". Not to bash consoles too much, but most games are dumbed-down for general consumption. They're easy to play, easy to get your mind around, and they're very linear. You don't do what you want to do, you do what the game tells you to do.
So to try to keep this short. No, games aren't becoming too complex. It's the opposite, and it's killing PC gaming for some of us.
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It's this reason why I'm a huge supporter of Nintendo and what they've been trying to do with the Gamecube and what they'll continue doing with Revolution. I want to sit down and play a type of game I've never played before for 30 minutes and get back up satisfied. Call me a fanboy but I really enjoy Miyamoto's strange approach to games. I love how it doesn't rely on looking around at whatever is popular and saying "Let's do that but bigger, prettier, and bloodier." There's nothing better for me than sitting down and saying "How did they think of that? And why is it so much damn fun?"
For every Katamari Damacy on other platforms there's 3 original concept games on nintendo platforms it seems. I'll skip the big libraries of the PS3 and XB360 for those 3-6 games.
I guess I just prefer to watch three films by Wes Anderson over twenty Fast and Furious/XXXInsert Action Flick Template Here] sequels.
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As an example of my previous Quick Save comment before I end this, think back to the original Mega Man, and what it would be like if it had Quick Save built in (Those with emulators probably already know what this would be like). You reach the boss and hit a save button. Everytime you die you just hit another button and zap, you're right back at the entrence to try again. That's newer single player games in a nutshell, it saps the challenge from them. Sure, I don't have to use it, and I won't, but I sure as hell don't want other people having that convenience. Maybe it's part jealousy, but only a minor part.
I'm not against saving, or passwords, but real-time saving at any point in time is sacrilage.
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GEOOOOOOOORGE
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Just like the Hollywood Industry, the gaming industry is running out of new concepts, imaginative game storylining and open ways of solving problems. NOLF for example did a nice job, hitman too to offer the player several non-linear ways of solving a level/map.
Be creative ! Especially with computer games, no limits to ideas and comcepts is given, anything is doable.
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Gaming examples:
GTA:Elite in a car
Tomb Raider: Prince of Persia/Out of This World/Flashback
Any First Person Shooter: Any other FPS (Barring a few exceptions)
Diablo and any number of clones: Roguelikes
Having said all that, using a formula doesn't automatically mean that the game sucks, every one I just listed is a damn good game by most accounts. The problem is sifting through 400 "Blade of Firey Dark Torments: And Other Inconsequential Events, With Tatoos" To get to a single Half Life 2, Doom 3, or Far Cry. And then you can't even count on the same series holding up to the standard set by its prequels: Tomb Raider/Prince of Persia etc.
If you want better games, pony up the cash for the rare innovators out there. Play Nethack, whatever. Just support the quirky ones that are different. And don't bitch when they try really hard and fail spectacularly. (Black and White is a perfect example of this one.) Shit, at least they tried.
And ask, where's my flying car, they told me I'd have a flying car!
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The problem is definitely complexity, and initial learning curve. I find pretty few games these days that I can pick up and play without studying the manual and memorizing all the bizarre combinations of buttons necessary to "control" the character.
A great example of this is the Splinter Cell series. I downloaded the Chaos Theory demo, and gave it a whirl. Well, I never finished the first level, and in fact got sick of it around ten minutes in. There are simply too many controls, and too much up-front learning required before I can even determine whether or not the game is worth my time. It's ridiculous!
Now, Nintendo seems to have recognized this problem awhile ago, and introduced the context-sensitive "action" button to combat this sort of problem. And it does work pretty well. But Nintendo's most admirable gameplay trait is, as someone mentioned above, their insistence on not simplicity, but elegance. What's the minimum set of controls I need? This is reflected not only in their game design, but also their controller design -- the Gamecube controller is a masterwork because it forces games to distill their interactions down to "one analog stick, one big primary button, and a few ancillary buttons." You can't tell me that the PS2 and XBox controllers aren't frighteningly complex the first time you see them.
So, what've I been playing lately? Donkey Konga and DK Jungle Beat on Gamecube. Alien Hominid on PS2. And Darwinia on the PC.
I'm sure I'll love your game once I've spent five or six hours getting used to it, but you need to suck me in to make me want to spend that much time in the first place. Get your controls right, and I'll be willing to give your title a shot.
Here's to the old days, of the two-button NES controllers.
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San Andreas wasn't complex - it was just big - if you played vice city you were more than prepared for the 3 or 4 new features in SA.
Anyway, I stopped playing nintendo after N64. Though I miss Zelda and Metroid, I don't at all miss Mario - or the slew of childish chuckeechesses games featured on gamecube.
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A game should be a careful balance of fun and challenge, have a good storyline to hold interest, and ultimatly serve as a distraction from the normal day to day BS.
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In other words, in my book, Quake is fucking great (an incredible amount of depth to what you can do from basically up/down/left/right/shoot), and every fighter since Street Fighter 2 is fucking shit (about 20 different moves but you have to learn some spastic, unintuitive input system to reliably pull any of them off).
Note: IN MY BOOK. I know some people like fighting games and that's cool, they just don't work for me and this is why.
I am also sick of cutscenes and overwrought stories. Sometimes I get really into a game and they're fine in stuff like GTA:SA (especially since you can skip them) and in moderation between levels like in Splinter Cell. But so far, having owned it for 6 months and loaded it once, I cannot be bothered playing MGS3 because I don't want to sit through the 30 minute cut-scene at the beginning (before the 5 seconds of gameplay drops out to another 10 minutes of people talking... argh), although it's partly also because I can't stand the fixed camera angles where you can't see shit now that I'm so used to SC.
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Another annoying thing is the graphics whoring, it's causing the whole industry to stagnate. I feel cheated everytime I upgrade my computer to play the newest shiny game. It's still the same fucking game I played on my P90.
I wish graphics would just hold up a minute and let gameplay catch up to it, that's how we got those great games from the late 90's.
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need more games that require SKILL and induce raw controller chucking frustration.
too bad the US can't seem to do those correctly!
need less emphasis on 3d tech/features, need more art direction, design and illustration!
oh and gameplay. gameplay so solid and challenging that it could be done with point's lines and planes and still be fun...
needs more games that you can pick up for 20 minutes and enjoy 100% in that time.
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I guess I wish more people would gun after the clunky ass endless barrage of 3-d, 3rd person clunky shooter/platfomer droves. EA is a good example of a publisher that does this shit.
Even rpg's are watered down and derivitave all the time. The only RPG's i even care about coming up in the next god knows when are Elder Scrolls IV and FFXII.
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Why in the Hell shouldn't there be a divergence from those who want to press jump/jump in a platform and those who want to spend hours on a mmorpg every night
The market will dictate what will/won't be made etc as where there is a profit to be made so be it
It's fine for Nintendo to stick to that then and let the MS and Sony's of the world make the complex ones -
Personally I have no desire to go back to the Mario days and want complex games
Take BF2. For example: how hard is it to fly a chopper in that game? Not hard.
How hard is it to fly a chopper against an organized defense?
Pretty hard. So hard, in fact, that I don't have the time to practice getting it right.
I'd love nothing better than to zip around rocketing people all night. Please hold still and don't fire back, kthx.
Something like Quake 2 Rocket Arena though, I could play for the rest of my life.
I'm enjoying the BF2 demo (choppers rule). But in the end, all these games are just too similar.
Slash'em Burn'em Shoot'em....it's getting VERY old.
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I think there's enough room for both types (simple vs. complex) However one of the reasons gamers are seen as GEEKS is that many games way too complex for other folks' "primitive" brains.