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Simplicity in Game Design

Simplicity in Game Design

So I've spent the last two years with a smartphone that struggled to make or receive calls half the time but recently, I've acquired a new one that actually works. One of the upshots of this being that I'm now able to play more games.

It's not so much that I've started noticing a trend in game design, more that I've started noticing a trend in attitudes towards game design: everybody likes simplicity. I can't count the amount of times I've heard groups of friends praise a game for how stripped down it is. So basically, all you need in a game is tight controls and a clear objective. Throw in a few pop culture references for good measure and you're onto a winner. The thing is, I'm not sure I subscribe to that school of thought.

I can appreciate that complex game mechanics turn off some players and I understand not wanting to play a game when the basics seem like a chore to get a handle on. I mean, that's why I generally steer clear of most sandbox games, I hear my friends talk about the amount of variables and I glaze over. I get why games with more streamlined premises and gameplay are appealing, I just don't think complexity is inherently a bad thing.

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A lot of time, thought and effort go into good RPGs and the like. I've been playing Pokémon since I was a youngling and I've only recently learned about the metagame. A lot of people criticise that aspect of it but I like having the option to play something on a competitive level. I like a game having that much depth and before you say it, it's not just role playing games; I mean look at the Fighting game community. I know a little about cancelling, and hitboxes and low risk moves but I'm just in awe to watch seasoned Marvel players going at it in tournament play. Jetpack Joyride was really fun for quite a while but there's only so many variables to keep your attention in the long run. I like having the freedom to fall in love with a game so completely that I can become obsessed with it.

Look, don't get me wrong, I’ve got nothing against tight controls and clear objectives. I enjoy games that are quick and easy to pick up and that can become more engrossing from there. I've sunk a lot of hours into Jetpack Joyride, Plants vs. Zombies and Fruit Ninja. I loved them and I wouldn't dream of looking down my nose at them; I just take issue when games of that nature are used as a stick with which to beat all other games over the head with.

A lot of games are praised for streamlining which is fine, especially in regards to indie game developers for working with what they've got. I just don't feel enough praise is given to the studios making games that have honest-to-God worlds built into them. I mean literal macrocosms that took who knows how many man hours to create.

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So what does all this mean? Well basically what I’m trying to say is that game development is hard and capturing an audience’s attention in this day and age is no easy feat. Limited resources can be taxing in production but I feel that’s equally true of groupthink. Both ends of the spectrum have their shortcomings and I understand that the complexity of a game is a necessary topic in the evaluation process but it’s short sighted not to praise both simplicity and complexity in game design. It’s impressive when something is complex but still functional, and I honestly don't think I'll ever get tired of losing myself in fictional worlds.

 

Chris Cosentino

Chris Cosentino

Staff Writer

Chris loves video games so much that he's prepared to review them whilst talking about himself in the third person.

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