Kraszu said:
obediah said:
Kraszu said:
I consider complexity that I want as choosing between meaningful choices, planing your way through the game. I don't consider reading rules to be a complexity that I care about. So that is the difference between simplifying, and dumbing down for me.
In order to plan your way through a game intelligently, you need to understand the rules of the game. A C&C game without rules is just a Hentai game without tits. Simple rules, will at best get you a simple game ( at least for a single player narrative game). Complex rules don't ensure a deep game, but you won't get a deep game without them.
After that it's personal preference. Four pages on starvation and dehydration rules probably aren't meaningful to you, but are bonerific to others. Separate intimidate and persuade skills may be meaningful to you, but to some the added complexity over a talk skill buys them nothing.
Well but having intimidate and persuade skill is something that everybody can see in chart, and understand instantly, you can't say the same about four pages on starvation and dehydration rules.
Is it really that simple? If I want to seduce someone is it intimidation or persuade? What about trick someone? Is intimidation physical or mental? Will it be based on strength? or intelligence? or depend on the situation? Is either skill affected by my equipment? Are the checks for success challenged? and if so what aspect of the victim is used? As a designer, you either think these things through and have complicated rules, or you decide your target audience doesn't care about that stuff and *gasp* dumb it down.
Is for example a DnD magic system actually deep? It sure has allot of rules spells but do they actually add anything to combat/interaction in gameworld? Even Gothic have more spells that you can use to done things differently shape changing spells self explanatory you know what creature can do how it moves, how strong it is, some creatures could be not attacked by some others, you get part f the information just by observing environment, that could interest into reading a book about creature that form you want to use in some way, fluid, simpler (in terms of rules) and giving many choices. - in Gothic it wasn't soadvenced but why it can't be?
Back when I played DnD it was shallow, but very very big. The rules didn't have depth, and weren't elegant enough for deep strategies to emerge.
I don't want stats to be removed, made them as simple as long as they give depth but not simpler.
Depth is not a boolean flag. You don't just develop stats until a light comes on and you get to stick "Deep Gameplay" on the box. No matter how much depth you want, there are people that consider it dumbed down and simple, and others that consider it too complicated.
To go back to your D&D example, I'm not a big fan of complexity that doesn't add depth. Adding 200 variations of fireball to your game with different levels, damages, range, and aoe doesn't provide much depth, but adds a lot of book keeping complexity. Using MP's and having a single spell where the user can alter the parameters each casting would be a way to maintain the depth, with a lower complexity cost.
On the other hand, adding 200 unique spells that interact with every aspect of the game - physics, ai, damage, equipment, travel, passage of time, etc... That adds a buttload of complexity and depth.