Simpler Sometimes Better In Videogames? 90
Thanks to NTSC-UK for their editorial discussing why more simple gameplay does not necessarily make a videogame worthless. The piece argues: "So why are there so many howls of derision when a game like Dead or Alive tries to make the concept of fighting entertaining with a button bashing, quick and easy style? [...] Just because an artificial intelligence can come back at you and outplay you on your own terms, is the game inherently more enjoyable?" The piece concludes by praising simple titles such as Super Monkey Ball and Wario Ware Inc., and suggesting: "The important thing, though, is that a game's worth cannot and should not be judged purely on its perceived 'depth' or complexity... there can be no argument that one game is better than another solely because it will take months to learn all there is to learn of it."
Wisdom of Miyamoto: (Score:5, Interesting)
The best GameCube games would only use the analog stick and the A button.
Re:Wisdom of Miyamoto: (Score:3, Informative)
Re:Wisdom of Miyamoto: (Score:2)
Re:Wisdom of Miyamoto: (Score:2)
This isn't funny, it's insightful. That's exactly why the controller was designed that way.
Re:Wisdom of Miyamoto: (Score:2)
One thing the GC controller does well is grouping buttons into a logical hierarchy. A+B, X+Y, shoulders, and then Z, all very well differentiated.
"Mario Party" series is another good example of minimal control schemes, and not quite so ADD-ish as WarioWare.
Re:Wisdom of Miyamoto: (Score:2, Interesting)
Re:Wisdom of Miyamoto: (Score:3, Interesting)
Dead or Alive (Score:4, Insightful)
Oh, I forgot: She Kicks High...
Re:Dead or Alive (Score:3, Informative)
The funny thing about DOAXBV is that the creator actually admitted [bellsouthpwp.net] the gameplay was so simplistic you could play it with one hand. His explanation was that he wanted it to be easy enough for his 5-year-old daughter. Uh huh.
Re:Dead or Alive (Score:1, Interesting)
If you are referring to the "move camera around and try to take the most revealing picture possible" controls, then yes. If you are referring to the actual volleyball, then no. There are volleyball games for the original NES with more robust control than this, to say nothing of Beach Spikers, which objectively destroys in pretty much every category except "horny teens masturbating to a vi
Re:Dead or Alive (Score:2)
To butcher Einstein (Score:5, Insightful)
And some things are obvious. Should you have separate buttons for opening a door, opening a chest, and pressing a lever, or should you have one "do stuff" button? In this case, the answer is "No" of course.
Re:To butcher Einstein (Score:1)
Re:To butcher Einstein (Score:2)
You think?
I'd've said that the answer is "yes" ...
"Simple Gameplay" Games (Score:3, Interesting)
Both modern and old:
Super Mario Bros.
Excitebike
Marble Madness
Pole Position
Gradius
Pokemon Stadium 2 (mini-games)
Fuzion Frenzy (most underrated multi-player game on Xbox - try the Sumo minigame which uses only a joystick)
Those are based on simple controls... Others, like the SSX series, are easy to pick up, but take months to master. I think that's the true test of a game. Can a newbie enjoy it and can it continue to challenge you?
Re:"Simple Gameplay" Games (Score:3, Insightful)
That my friend, is why Super Mario Brothers 3 is the greatest video game ever. It was easy to pick up. It was fun. It was easy. And you could really master it. Hell, remember that video that came out like 2 months ago of someone beating it in 11 minutes? Everybody watched that and was amazed at what was happening (yes, I know it's fake. For those of you who didn't know that, run a translator th
Re:"Simple Gameplay" Games (Score:1)
Re:"Simple Gameplay" Games (Score:2)
Re:"Simple Gameplay" Games (Score:2)
Met3 is basically made for speed runs. Samus has a ton of abilities that most regular players would rarely use, but in the hands of someone who *really* knows what they're doing she's absolute
Re:"Simple Gameplay" Games (Score:2)
In Super Mario Brothers, I was perpetually falling down the little one-block-wide holes in an otherwise relatively safe screen. In SMB2, selecting Luigi was an automatic game over for me, as I could never control his extra-high jumps (which, for me, would always end with a magnetic attraction toward a one-block-wide hole on the screen). SMB3, I was still falling down holes, but I also could neve
Re:"Simple Gameplay" Games (Score:2)
Marble Madness was just plain fun. I could never find anyone that wanted to play against me though. I'd love to find that for the
Re:"Simple Gameplay" Games (Score:1)
Re:"Simple Gameplay" Games (Score:1)
Re:"Simple Gameplay" Games (Score:1)
Best one button game? (Score:3, Interesting)
Basically the concept is that you are in a little ship always moving forward and down, pushing "the button" makes you go up, now try not to hit the ceiling or floor. REALLY fun game.
Re:Best one button game? (Score:2)
Re:Best one button game? (Score:3, Interesting)
Ballblazers. Useta play it on the old Atari 800xl. (I assume there was a C64 version as well..) I should mention, though, that the real fun in the game came from playing it multiplayer.
So what was it about? Sorta like a cross between T-Mek and air hockey. Each player had a vechicle they drove around a map that wasn't much different than a chess board. There were goals on either end that moved from left to right. Down/Up = back and forth, left/right =
Re:Best one button game? (Score:2)
Re:Best one button game? (Score:1)
Re:Best one button game? (Score:1)
Re:Best one button game? (Score:1)
Re:Best one button game? (Score:2)
Re:Best one button game? (Score:2)
Re:Best one button game? (Score:2)
I've made some games you might be interested in
game button arcade [kisrael.com], reasonably playable games that take place ENTIRELY in a single normal HTML grey pushbutton (via javascript)...the only input is the button, and the only output is, in effect, the caption on the button, but I still came up with some half decent action games.
Re:Best one button game? (Score:2)
The page for the atari 2600 version is here [alienbill.com], or you can check out an earlier java version [alienbill.com].
What was the point of video games again? (Score:5, Interesting)
For fun.
It's a pretty obvious answer. And struggling through pages of manual text to get to the point of being able to proficiently play a game may not be considered fun to some people (though some PnP players may disagree... I also enjoy going through manuals sometimes). If there is a high learning curve, it just is a barrier to the real point of the game, fun.
On a similar note, there are just some people who do not get the point of RPG's and won't try them, probably because they won't try to learn the interface and the rules behind it and would rather play an fps which takes no time to learn (in most cases).
Re:What was the point of video games again? (Score:3, Interesting)
I pass on high learning curve games, but don't play FPS games(I'm susceptible to FPS-induced vertigo). I just want to dive in and escape for an hour or so.
Been playing a lot of old games on MAME late
Re:What was the point of video games again? (Score:2)
Othertimes, you dig and you dig and as much as you want the super-deep game to be fun, it just never really materializes. Witness MOO3.
The authors are right though. We shouldn't say simplie is bad. Likewise, we shouldn't say complex is bad. Games need to evaluated for how fun they are. If they are meant to be complex and do t
Re:What was the point of video games again? (Score:1)
Re:What was the point of video games again? (Score:2)
My personal tastes tend to be away from "fun" games as often as not. However, when I had to tell someone why I liked the most recent Zelda, I stuggled a bit before describing it as "just a joy to play." That's a f
Re:What was the point of video games again? (Score:1)
Re:What was the point of video games again? (Score:2)
I hadn't thought very much about funness of games in the past, never for more than a minute or so while doing something else. However, reading your comment was a "well duh" moment for me. It all came together a bit. Looking at your website url, I'm fairly confident you think more seriously about games than I do.
Regardin
Simplify, simplify... (Score:5, Interesting)
Contrast that to Sonic Battle, a fighting game. Fighters are known for overly complex combo moves and unforgiving command sequences, but SB manages to avoid all of this. One button for attack, one for defense, one for jumping, and one for a super move. Much easier to pick up and play than, say, Mortal Kombat Eleventy-Billion.
I spent WAY too much time last night playing Enigma, a game that's included in the most recent Knoppix distro (+1 Linux Karma Whoring). Simple game-- use the mouse to control a marble, or several marbles. Very easy to learn and frustrating as hell (in a good way).
You can have a simple game, or a simple control scheme, or both. If you have a complex game, it might necessitate complex controls, but that doesn't mean the manual PDF must be larger than the size of the actual game.
Re:Simplify, simplify... (Score:2)
Having Played Mario&Luigi:
Re:Simplify, simplify... (Score:2)
Deus Ex vs Deus Ex: Invisible War (Score:4, Insightful)
"When we started working on Invisible War, we targeted the console from day one. This time it wasn't an afterthought. Every decision we made along the way considered that we would be running on a console. And I think you'll notice the difference." -- Matt Baer, Ion Storm
Re:Deus Ex vs Deus Ex: Invisible War (Score:3, Insightful)
Well, hold on. The game was a sequel, right? *anything* missing from the first game would be cause for bitching. In other words, if Invisible War were developed by a different company, and not as a sequel, the simplification could have been just fine. (Note: Never played the game so I don't know if it's a
Re:Deus Ex vs Deus Ex: Invisible War (Score:3, Informative)
DX:IW is in no way a bad game, but, it certainly isn't as good as its predecessor.
The first Deus Ex, in case you didn't know, had a lot more RPG elements in it, as well as being a FPS game. Experience points, skill building systems, etc., all made Deus Ex much more than a simple FPS game. If you ever played System Shock 2
Re:Deus Ex vs Deus Ex: Invisible War (Score:3, Informative)
One important point is that even though the original game had a lot of depth, it was not complicated to learn. Also, the game "flowed" really well. You never felt like you were "finishing a level", you felt like you were exploring the world. Invisible War feels a lot more like a
Re:Deus Ex vs Deus Ex: Invisible War (Score:1)
Personally, I do find that hard to believe, though my geForce4 MX keeps me from even playing it. Still, there are people who loved the downshift in complexity.
Re:Deus Ex vs Deus Ex: Invisible War (Score:2)
As opposed to? (Score:3, Insightful)
I think games that are 'intuitive' and easy to pick and just play are getting thin on the ground on the pc, as it's easier just use lots of keys or some fancy mouse-driven system. I'm not saying that the consoles are neccesarily better due to their comparitive lack of control options, but that lack makes an intelligent system more of a necessity.
The trend (on the pc) to make the same games (FPS/RTS) and then just try to differentiate on minor details doesn't help much.
Re:As opposed to? (Score:2)
Re:As opposed to? (Score:1)
A PDF? Dear God No. I may be in the minority here, but I -like- complicated games. All the Jane's simulations, Falcon 4.0, that sort of thing. (Whether or not this makes me a nutjob is beyond the scope of this post.) If your game is THAT complex and you're going the no-ingame-tutorial route, you -need- to be including a printed manual, preferably ring-bound. Don't make me print
Re:As opposed to? (Score:2)
Not to mention the number of kids I know who don't read the manual anyway. Just got back from visiting my cousin's, playing some sort of game, and they had no clue what I was doing when I pulled the manual out after I lost. (Some Mario 4 player fighting game, I never looked at the title)
Then again after reading the manual I know why they didn't bother. It might have had everything in there that I needed to know, but I couldn't understand it, and I always tested in the 99% for reading. (writing on the
The Simplest Game, Ever (Score:1)
Re:The Simplest Game, Ever (Score:5, Funny)
When I played Final Fantasy X, I didn't touch the controller for *days*. (Endless Cutscenes)
Re:The Simplest Game, Ever (Score:3, Interesting)
Actually, yes it can. I had a game for my old Vic-20 that only had one button to play. There was an array of missiles at the bottom of the screen. Pressing the space bar fired them sequentially. [Press]- Missile 1 goes up. [Press]- Missile 2 goes up. [Press]- Missile 3 goes up. There is some traffic at the top of the screen. I think it was enemy airplanes,
Re:The Simplest Game, Ever (Score:2)
Trickier to control than pong, but in some ways simpler.
Simplification in games (Score:4, Interesting)
It doesn't always end up that way, which is an interesting loophole to that rule. I carried the torch for the "simpler=better" argument until I played R.A.D. (Robotic Alchemic Drive), which places you as the pilot to a giant robot in a very Japanese style fighting/adventure game. The premise of this game is like many other 3D robot games, with their control scheme being a large exception. The game treats the interface as thought the player is controlling a giant remote control toy, using L&R 1&2 for control of the legs (forward and back) and the analog sticks for control of the arms (left and right punches). Turning a standard 3D action titles' controls upside down provided me with the most entertaining experience in years. Half of the games challenge was learning to effectively control your larger, onscreen avatar, and it was a blast. Just for argument, there was an "easy" option for the game that reverted the controls to a simplified control pad = direction of the robot, etc. control system. However this took absolutely all the fun out of playing the game when used, because the main draw to the game was the experience of surmounting the more immediately challenge: that of your own motor skills.
So that just goes to show that in some cases simplicity is better, but it doesn't always apply. If the controls in R.A.D. weren't as logically placed, or as responsive, it may have turned out to be an ugly experience. In the instance of Deus Ex 2, this title is just another addition to a long line of games in one particular genre. A genre that has built upon its series' standards for many generations and players have come to expect certain things. The attempt to simplify this title was not so directly relevant to gameplay as the previous example, and instead was receive poorly due to expectations of those standards by series' fans.
(I think this is akin to an American driving a stick-shift in the US for most of his life, and then buying a new car only to find it's an automatic whose steering wheel is on the right-hand side. It may essentially be a much "simpler" control scheme, but our American driver has come to expect the standard he was raised on, and would probably reject it.)
I think the moral here is to not pigeonhole your designs, and experimentation is still a viable strategy in this medium.
True Crime: Streets of L.A. (Score:2, Interesting)
You play the cop brought from suspension back onto L.A.s Elite Operatio
Simple Games are Difficult to Reconcile /w Tech. (Score:2, Insightful)
As the barriers to creating video games with more technical sophistication went away, games naturally moved in the direction of becoming sophisticated themselves, because that's generally agreed to be the best way to eke out every last drop of play value for your development time. And so features like
It's all relative (Score:2, Interesting)
Then, I became addicted to the 'old' games being released, like Super Mario World, which I had already beat every world on my SNES back in 1994. However, it had been so long, that I couldn't even remember how to get to some of the secrets, and I had to resort to my GF sitting next to me. "Hey, do you remember how to beat this Ghost House?"
Anyway, the ultimate in simple games wa
Re:It's all relative (Score:5, Funny)
Re:It's all relative (Score:1)
But, the girlfriend DID remember how to get through the level. (bows head in shame)
Re:It's all relative (Score:1)
(I really need to avoid hanging around Slashdot while I'm tipsy.) :)
Re:It's all relative (Score:1)
Re:It's all relative (Score:2)
Two Simple but Good Games (Score:2)
Bishi Bashi Special [reviewindex.co.uk] and Rocky Hopper [intensegames.com] (I could only find a review of Rocky Hopper 2, but it's pretty much the same thing). Excellent fun when you got a room full of drunken friends.
Simpler is often better (Score:4, Insightful)
The most enjoyable games I've encountered so far are Pong, bzflag and Weichi/Igo/Baduk (A Chinese board game), and all three are games with relatively simple rules, but a very original concept. Tetris wasn't bad either, and follows the same pattern. The only game of these four to actually have anything that resembles an engine is bzflag, and it's a simple one at that.
A notable thing about Igo is that with its simple rules set and 19x19 board, it's actually more complex than modern games, and even more complex than chess. So sometimes less is more.
What about middle ground? (Score:5, Interesting)
Prince of Persia: Sands of Time has a pretty simple control system, but it can be challenging in learning how to use the Prince's abilities effectively. When there's 4 big sand creatures with swords as big as the Prince, you need to pull off some fancy stuff :D
Re:What about middle ground? (Score:2, Insightful)
I think they are missing something (Score:4, Insightful)
Compare with, for instance, Super Metroid. You can do some basic stuff (run around, shoot some monsters) with the D-pad and one button, but to finish the game, you need to learn the rest of the commands. However, you learn them slowly as needed... I noticed that this "simple-to-harder" gameplay seems to be a design choice in a lot of big N games.
Re:I think they are missing something (Score:2)
But the more advanced players will learn how to do the wall kick and boost jumps, enabling them to find new areas and shortcuts and get through the game faster. So even after beating it once, there's still tons of room for improvement.
Basic control is both easy and adequate to f
Two For The Price of One (Score:5, Insightful)
My prime example is Soul Calibur II. Any newb can pick up this game and beat the computer with some button-mashing finesse. They might have trouble against an experienced player, but if two friends pick up a rental and proceed to smash each other with no thought as to what the buttons do, it can still end up being lots of fun.
However, each character has at least 100-150 moves, many have multiple stances, and more characters are unlocked as you play. This leaves room for a great deal of time spent mastering your character, developing combos, etc.
I think it is very important for a game to be both accessible to the casual gamer, as well as the hardcore, and this game does it well.
donut (Score:2)
Some foods are complex, composed of multiple layers of delicate pastry. Others are very simple like a bowl of chicken soup. What the whole thing is about though, is how does it taste?
A good game is a good game. Length, complexity, graphics, sound, none of these things by themselves make a great game, and no single ratio will give you the perfect game either. It's all about if the game is good, or crap.
It doesn't mean that we can then go about selecting prototypes in an effort to def
If you liked Choplifter! (Score:1)
NTSC-UK _ (Score:1)