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Are Today's Games Too Complex?

by Alec Matias, Jun 21, 2005 6:21am PDT
Related Topics – Games: PC

That'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?




Comments

50 Threads | 178 Comments




  • My problem with games today isn't their complexity, it's their ease of completion due to the overabundance or "Quick Save" features. Quick Save is killing single player in modern games. They are nice if you have a short attention span and don't want to go through an area over again, but if that's the case maybe Solitaire is better for them. I'd like to see some tough games come about like Ghosts 'n' Goblins, and Super Ghouls 'n' Ghosts. Those were good, simple to understand, but highly difficult games. I still remember the futile feeling of accomplishment when I finally beat Super Ghouls 'n' Ghosts only to find out that I had to go through it again, but this time with the ring I aquired so that I could truly complete the game. Fucking insane. I eventually did it a year or so later, but as a gamer it was worth it.

    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.









  • I wholeheartedly applaud nintendo for sticking with what they're doing in this aspect, as going against the mass fashion will undoubtabley cost them, at least in potential profits, but I can't say that I'm in total agreement with them. I wouldn't entirely agree that the issue could be purely boiled down to a complexity issue in such a black/white way. The thing is, imho, that the best games are always those that while initially accessible hold an underlying complexity or challenge that keep the game worth playing past it's initial freshness, right now I'm thinking of soul calibur as a good example: sure it's fun just to mess about with but once you're hooked you discover a new side to it, that's what has kept me playing it for so damn long (and I have a criminally low attention span).. nobody wants a game that's uber simple, where's the fun in that after 10mins? it all comes down to the learning curve, thats the difference between good and bad design, if a game has pushed you all it can after an hour of play then where's the incentive to continue? I think the major crime in games today is the constant copy-catting and games that hold their subject matter higher than the fun aspect. it seems more important that games now follow a trend of some sort rather than deliver decent gameplay. it seems like the freeform imagination of games is decaying further with every forward step we take in technology, when all designers had was a few pixels to push around then they had to be incredibly imaginative ,as did the players :). This is such a shame because anyone would think that the better tech we now have would allow designers to be increasingly crazy with what they can dream up (katamari is an overused example but a pretty perfect one). I can't help but feel this is the fault of publishers, just as hollywood stifles writers that think outside of the proverbial box it looks like the games industry is turning the same way. if nintendo are willing to take the gamble of putting out games that are a little more off-the-wall because they stand up on a gameplay/design/fun level ,wich they seem to be, then good for them.



  • Don't know if it's the complexity, for me it's when game starts feeling like a job that I get disinterested. Any game that requires "babysitting" for instance - I'll use Half-Life 2 as an example; Alyx was nice eye candy, but I got pretty tired of hearing her say "protect me, Gordon." And after all that protecting did we get a stip tease? Nope, we just cock-blocked by the G-Man. Other scenarios, like excessive box moving = major suck. Nothing's going on, you're just moving boxes around to get past a puzzle the dev's think you'll find entertaining in order to complete the game. Moving boxes around is menial work, not entertainment.

    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.







  • I've long said that games should allow complex actions from simple controls. Make it easy and intuitive to pick up a game and get into it, but provide a lot of depth to what can be done without requiring people to learn 50 buttons or insane combinations of buttons.

    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.

  • To me, they are talking about a game like Unreal Championship 2. It's all a matter of controls. To frag someone; I pick up some Adrenaline, activate an Adrenaline boost by hitting a combo of a couple buttons and a trigger, click the right thumbstick to track them with my camera (which is not the same as my crosshairs) switch to first person mode, switch to the lowest level weapon, charge it up and shoot them to "freeze" them, switch to third person mode, run up to them with both triggers pressed to keep safe with my shields, activate a 6 or 7 button combo finishing move (different for each character) and hope that all goes smooth. Each character has different properties and skills. Each weapon has 2 OR 3 firing modes. That takes alot of practice! Sure Doom 3is as simple as can be... but to design a really fast multiplayer game with attributes of a shooter, platformer and fighter... who can master a game like that if they work full time? It doesn't help me that the levels are easy to get around in.










  • If more want "easy" or "turn right only" games then why do the "overly complex" ones sell so well ? Maybe there's nothing wrong with different markets?

    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