IS LESS MORE OR MORE LESS?
Posts
Complexity and gimmicks are not a synonym of originality.
Simple games are fun and addictive when done right. Complex games are outright boring and soulless when done wrong. Random flash RPGs with almost no statistics are fun if done right. (and fuel you to play more and more)
Examples of what I find to be fun simple games: Final Fantasy 4, Dragon Quest (d'oh).
Example of simplistic originality: Parasite Eve (in its customization and battle systems - very simple yet original and exciting.)
Example of too much complexity for its own good: Valkyrie Profile 2 and sending enherjars with equipment to get stones and skills with weapon / accessory combinations and enemy parts and CP and button mashing and guts and thathathathathathathathathathathathat. All in all it's very well done, but... It gets boring and soulless after a while.
I've written that comment about 4 hours ago but I had to rush somewhere else. I"m downloading pt.1 of "making comics" just to post a little something about page 47 on this page that has something to do with this. (and yes, I do own the book* - in portuguese, that is.)
*It's my friend's book lol >_<"
Simple games are fun and addictive when done right. Complex games are outright boring and soulless when done wrong. Random flash RPGs with almost no statistics are fun if done right. (and fuel you to play more and more)
Examples of what I find to be fun simple games: Final Fantasy 4, Dragon Quest (d'oh).
Example of simplistic originality: Parasite Eve (in its customization and battle systems - very simple yet original and exciting.)
Example of too much complexity for its own good: Valkyrie Profile 2 and sending enherjars with equipment to get stones and skills with weapon / accessory combinations and enemy parts and CP and button mashing and guts and thathathathathathathathathathathathat. All in all it's very well done, but... It gets boring and soulless after a while.
I've written that comment about 4 hours ago but I had to rush somewhere else. I"m downloading pt.1 of "making comics" just to post a little something about page 47 on this page that has something to do with this. (and yes, I do own the book* - in portuguese, that is.)
*It's my friend's book lol >_<"
author=xeilmach
Then there was FF8 and Guardian Forces. The Guardian Forces seemed kind of really forced into it with that bit of the story attached just so that it would have a summoning system - oh and a junctioning system.
GFs were not the best system and yes, it genericized every character. HOWEVER, it was very involved in the story and not just stapled-on.
SPOILERS:
The GFs were the reason for the massive memory loss of every single character. The Junctioning concept is how Sorceress Ultimecia gained her power - remember that Rinoa herself gets Junctioned to Sorceress Adel so Ultimecia can use both of their powers. Also, Ultimecia presumably uses an ability like "Draw" to pull a GF from Squall's mind (Griever).
Now, was this worked into the story as smoothly as it could have been? No. But it was, in fact, a key part of the story. That's still a good example though - it's intrinsic to the story and plot, yet the actual gameplay implementation made it lackluster and ruined it. See above comments about extras needing to 'flow' with the game.
Brrr, the download locked up. Whatever, basically what it says is that it comics, you need to balance clarity and intensity. Clear stories feature unchangeable cameras and a certain lack of motion, while intense stories feature exxagerated motion, angles, facial expressions, changing window sizes & many more things. So I think in games the same principle applies, especially in RPGs. But change "intensity" for "complexity".
So, you -need- to balance clarity and complexity. You can't have a clear and focused storyline if you have to expend half an hour on the menu everytime you level up, or go to make some fishing minigame in the middle of a serious, deep and immersive storyline. It'd break the feel, at least it would in the first playthrough. So I think complex systems are better suited to less storyline-wise immersive games, and the opposite still applies. Note that I still think originality is crucial, and complexity isn't a synonym of originality OR difficulty.
So overall I like things simple, original and hard.
So, you -need- to balance clarity and complexity. You can't have a clear and focused storyline if you have to expend half an hour on the menu everytime you level up, or go to make some fishing minigame in the middle of a serious, deep and immersive storyline. It'd break the feel, at least it would in the first playthrough. So I think complex systems are better suited to less storyline-wise immersive games, and the opposite still applies. Note that I still think originality is crucial, and complexity isn't a synonym of originality OR difficulty.
So overall I like things simple, original and hard.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=slashphoenixauthor=LockeZWhat is Earthbound, if not Dragon Warrior with a modern palette swap and sinus infections instead of poison?
If your game's systems don't introduce any new ideas, your game doesn't need to be made. Plain and simple, it's not a new game; it's a game we've already played. If I want to play Final Fantasy 4 or Dragon Quest 2 or Don Miguel's Adventure again, I can do so without downloading your game that plays exactly like it. So for the part of your question that had to do with customization: yes, customization is one of the most important things that you are doing. You can't drop it, or you just don't have a game any more. All you have is a series of cut scenes on top of someone else's game.
That's pretty much exactly what it is! Well, Dragon Warrior 2. The first Dragon Warrior only had one party member you could control.
As a result I don't find the gameplay in one interesting after having already played the other. I played Earthbound first though.
Also I guess Earthbound added some unique things like Jeff's inventions, Paula's pray, visible enemies, fights that can be beaten without fighting them if you're strong enough, teddy bears, and guest characters who help you in battle like Buzz Buzz and Bubble Monkey. So if I'd played Dragon Warrior 2 first I'd have still enjoyed Earthbound. But having played Earthbound first? Man. I can't even give myself the motivation to download it, much less beat it.
author=Versaliaauthor=xeilmachGFs were not the best system and yes, it genericized every character. HOWEVER, it was very involved in the story and not just stapled-on...
Then there was FF8 and Guardian Forces. The Guardian Forces seemed kind of really forced into it with that bit of the story attached just so that it would have a summoning system - oh and a junctioning system.
But I guess xeilmach's point still stands, as much as I love the junction system over the materia system, in ff7 you're introduced right from the beginning to the use and abuse of Mako energy, which is basically what Materias are made of, then you learn about the lifestream, about reincarnation, about Gaia, etc. In ff8 you "download" your first two GF's and the rest you can acquire in a varied number of ways. What are GF's then? Where do they come from? Why do they erase memories?. I think none of that stuff is ever really explained in game, only theorized by fans and thus making the game mechanics around them look more artificial compared to those of ff7.
I definitely sit on the "Less is more" side of the fence. While I think originality is fan-freaking-tastic, Squenix has proven pretty abysmally over the years that complexity for the sake of complexity is unintuitive, arbitrary, and likely takes away more than it provides.
One of the fundamental problems with many RPGs these days, is the dwindling audience that finds repetitive, "Go here, press X through a bunch of menus to kill, Go there etc etc" formula interesting any more, so we feel the need to add flashy systems of customization almost to, compensate for what the game naturally lacks (An inherant fun factor).
I believe it's more important to find a game hook that just, really captures that fun. Be it strategic thinking in a turn based game, some sort of parallel smack-talk system that runs while you fight, Exercising timing to hit the reticle in the right spot...Once you've found one of these that you can do a billion times without being bored of it, you don't need to add any more.
Story notwithstanding, I believe Materia just, captured the fun and held it more captive than the Draw system (which seemed arbitrary as all get out and in this gamers mind, made FF8 nigh unplayable, let alone the GFs)
One of the fundamental problems with many RPGs these days, is the dwindling audience that finds repetitive, "Go here, press X through a bunch of menus to kill, Go there etc etc" formula interesting any more, so we feel the need to add flashy systems of customization almost to, compensate for what the game naturally lacks (An inherant fun factor).
I believe it's more important to find a game hook that just, really captures that fun. Be it strategic thinking in a turn based game, some sort of parallel smack-talk system that runs while you fight, Exercising timing to hit the reticle in the right spot...Once you've found one of these that you can do a billion times without being bored of it, you don't need to add any more.
Story notwithstanding, I believe Materia just, captured the fun and held it more captive than the Draw system (which seemed arbitrary as all get out and in this gamers mind, made FF8 nigh unplayable, let alone the GFs)
I think a really simple way to reduce complexity is just lower the numbers for stats and battle mechanics. I've always preferred games where I do 5 damage to a monster with 7 health instead of 65 damage to a monster with 80 health. Still doing relatively the same thing, but when you see 8675 damage dealt, I think there's too many numbers to fully register. Any varying bit of damage dealt to something high like that becomes easily overlooked. As in, 8675 one time, then 8800 the second, you won't notice as much. But when you get that 12 damage critical hit! instead of 8, the numbers become way more significant.
Maybe I'm just a simpleton.
Maybe I'm just a simpleton.



















