Genius!
Congratulations! This forum has a level of "Genius" according to the Blog Readability Test. [http://www.criticsrant.com/bb/reading_level.aspx] This brings up my question: Most of us have a passion for game development and/or design. Many of us are professionals in that field. Because of this, I'm not sure that our opinions can accurately represent the opinions of the average gamer. I know that I enjoy concepts that my friends would despise: For me, the more complex, the better the game. For example, mainstream MMOs are frequently criticized for being watered-down, point A to point B, simple games for the general public, but a complex game is criticized for not being designed for the public. Obviously, in order to be very commercially successful, you have to make your games simple for the public. However... Question: Is there enough room for a niche game designed for people who like lots of complexity? Just a thought. -Humble Hobo
Depends on what you mean. Games with lots of rules are bad. Games with lots of state can be good if the interface is good. Games with lots of meaningful choices are great.
The entire concept of what makes a good game is many meaningful choices from very few rules.
The entire concept of what makes a good game is many meaningful choices from very few rules.
You're asking the wrong question. The real question is, why are you posting this in Game Design and not the Business forum?
The key word you should get to know is accessibility. Complexity becomes a negative when it leads to a game becoming less accessible. So what about the complexities in a game make it less accessible?
What other things lead to a game being less accessible besides complexity.
With regard to MMO design…
A typical MMO player will spend a large amount of time playing the game. This gives the designer more time to expose the player to the complexity of the game. An MMO also tends to allow players to choose their difficulty. This can also help ease players into a more complex game environment.
In an MMO like DAOC the complexity of the game basically levels off around level 20 and then picks up again a little bit when the player starts to PVP and gets realm ranks. So for a lot of players the pace of added complexity from level 20 to 50 is minimal.
The rate in which a player is exposed to added complexity in an MMO is also something that can help keep the player involved. Once they learn their character the action of fighting can become rather repetitive or seemingly simple. The longer a person plays an MMO the simpler it will likely seem.
What other things lead to a game being less accessible besides complexity.
With regard to MMO design…
A typical MMO player will spend a large amount of time playing the game. This gives the designer more time to expose the player to the complexity of the game. An MMO also tends to allow players to choose their difficulty. This can also help ease players into a more complex game environment.
In an MMO like DAOC the complexity of the game basically levels off around level 20 and then picks up again a little bit when the player starts to PVP and gets realm ranks. So for a lot of players the pace of added complexity from level 20 to 50 is minimal.
The rate in which a player is exposed to added complexity in an MMO is also something that can help keep the player involved. Once they learn their character the action of fighting can become rather repetitive or seemingly simple. The longer a person plays an MMO the simpler it will likely seem.
--------------My Blog on MMO Design and Economieshttp://mmorpgdesigntalk.blogspot.com/
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