Humanophage
Arcane
- Joined
- Dec 20, 2005
- Messages
- 5,669
Within the context of games (games like HoMM3, not "games" as in "type of interaction within a game" - if you want to introduce that concept, come up with some other name), complexity means things such as a large amount of interrelated elements which produce many potential outcomes, so players compete based on who is better at assessing this very large number of factors. Usually the best way to produce such complexity is through simulation, which often leads to many unexpected interactions as the dev simply tries to earnestly simulate something instead of predicting every potential outcome. These interactions are often so numerous that they cannot all be considered by the dev - which is why sometimes you get exploits and "strictly better variants" as there is such a large variety of things to consider that some end up unfair and strictly better than others even as the dev tried to have more balance. However, it is also quite common that some guy decides he found the strictly better variant, only to be beaten in MP, on a harder map, in circumstances where this unit is unavailable, etc.No sorry you are misunderstanding me. I am not saying games should be "streamlined" or less complex. I like complex games, the more complex the better, in fact."Pruning of excess fat" is a big problem in game design as it tends to "prune" complexity away and make everything into some kind of an "elegant puzzle" instead of a simulation. For example, this is why you get the degeneration of everything into a "mana" in Paradox games as the head autist probably reasoned in some such way as "it's resource distribution anyway so let's be elegant and make it all a single resource". This "I am very smart" attitude on the part of the devs is highly annoying. The best mods often try to fix this "elegance" (e.g. Long War for X-Com, MEIOU & Taxes, etc.)I don't think I am confusing the two, rather I am emphasizing the distinction.You seem to be confusing the game's systems potential to be abused with the term "complex gameplay".
A complex simulation (or abstracted system) can give rise to more or less simple games within that system or simulation. The complexity (or lack thereof) the game is distinct from the complexity (or lack thereof) the system.
PC game chauvinists tend to pat themselves on the back for playing extremely simple games within ignorably complex systems, and look down upon "console peasants" who are often, ironically, playing just as or even more complex games, arising from systems which have been more lovingly pruned from excess fat (to mix metaphors).
It's actually a behavioral pattern with regards to a certain kind of player that goes beyond tribal affinity too. For example, non tribal codexers who frequent the Asian game subforum, frequently express love for e.g. Final Fantasy Tactics and Tactics Ogre, which suffer heavily from PC game syndrome (complex systems, braindead games), even though they are Japanese console games.
My own psychoanalysis is that these people have some kind of learning or mental disability that allows them to still enjoy playing pretend, which is something most people grow out of as they transition from childhood to adolescence. Hence why it doesn't matter to them what the game actually is, as long as the interactive media product they are consuming gives them the tools to play pretend, they will enjoy it all the same.
For example, consider this bizarro description:
HoMM3 is simpler, as it's about visiting tiles with a cursor (hero), and the order in which you do so is determined by simple exploration heuristics and a fairly static ordering of tile values (e.g. Griffin Conservatories and other tiles granting high level creatures are valuable) (with some tiles only being accessible after meeting a certain power level). There's also a logistics chain set up puzzle aspect to the game.
In reality, it is not about "visiting tiles with a cursor (hero) in a certain order" but mostly a simulation of a tabletop war game. You get squads, you fight other armies, there are many options for squad composition, you have to consider the resource costs, they all interact with your heroes, and so on. There is a wide variety of factors to consider which means a large number of possible courses of action, meaning substantial application of judgement that is not reduced to a couple of "impactful decisions". There is no artificial narrowing of them to "truly significant factors" based on an attempt at elegance. Elegance may be important in a board game but not a PC game where you have plenty of processing power, no time limit on explaining rules to other players, etc.
Unfortunately, devs seem to be easily bullied by some game philosophers that discuss games as systems in those autistic terms. This might be one of the reasons we get declining gameplay compared to the late 90s when they were seemingly less prevalent.
Lastly, that is a pretty strange attack on imagination as a mental disability in the last paragraph. Games are generally supposed to stimulate your imagination and encourage immersion, but they must also be responsive to what you do. If when playing HoMM3, the way you see it is "a cursor with ordering of tile values", this sounds a lot more like a mental disability.
I am just explaining to you the games you think are complex are actually not very complex at all -- you simply mistake simulation complexity with game complexity.
In my experience, and I can find examples on this forum if need be, PC gaming chauvinists usually balk at actual complexity in games let alone challenge. What they like are complex simulations with (multiple) very simple and challengeless games arising from the simulation with plenty of opportunity for infantile play pretend. Your own post outlines this to a great degree.
(Probably there is some lesson about central planning here.)