Wyrmlord said:
(...snip)
So what do you guys feel about simplifying games?
Like a lot of people here have said, adding extra traits to a game seems a bit silly. Why have 7 weapon skills, when they all work the same? Why have 3 or 4 types of swords when they are mechanically the same? Why have a carpenter skill when it adds nothing to the game?
However, there are two factors that should be considered. First, that some of this "bloat" might have a point. If something is (almost) useless ruleswise, it might still have a point given the game setting or mood. For example, a game might have 3 types of sword, that are mechanically equal. Each type is crafted by a different culture.
If we simply removed 2 of the swords, the cultural differences would be (just a little tiny bit, but still) diminished in the game. Making the swords different in the mechanics as well might also be impractical. For example, the designer doesn't want to make it seem like the crafting of a culture is better than that of another, and making fine enough changes that would keep the balance might require a more complex combat system than he wants to put in the game. Speaking of game elements not represented in the rules...
Thrasher said:
That's the difference between "imagining" a role vs. the game "computing" it based on your actions..
The roleplaying in Oblivion is mainly imagined.
True, but "imagining" is a tool to game creators too.. Let's take Ultima 4 for instance. It had a nice, quite simple system for judging the player's actions and determining his virtues. Even though the system was simple, some who played the game felt it was much more than what it was. It was as if the game was really responding to their actions, even though the truth was that only a few actions were judged.
Using the player imagination to make the game seem deeper is very much a trick. Like using a mirror to make a room seem bigger than what it really is. But it is still important part of the game. Heck if the player isn't imagining at least the parts that
are simulated in the game, then all that remains is a few rules used to increase some abstract numbers. By the way, I think that the problem with oblivion was, using the mirror in the room analogy, that it was a 3 by 3 room with a painting of a mirror.
The second point about needless complex system is that I think most people in this thread are looking at the problem the wrong way. Suppose a game with 200 hundred skills, where 100 of them are useless. My first guess would be that the people doing the game ran out of time before they could make the other skills useful. Another possibility would be that the game implements an already defined system, and the adventure it portrays didn't have all possible traits in its scope.
So, I think that a much more important question than "Should we cut unnecessary traits from the game?" is "How do we make these various traits useful and different in the game?".
Also, on the points:
SkeleTony said:
(...snip) A "bloated" system would be D&D(specifically OD&D/AD&D) and not because the number of skills/spells and such but because the system unnecessarily employs several 'mini-systems' that confuse and often detract from the game as a whole. JUst plain lacking elegance and consistency.
elander_ said:
The game of Go only has a handful of rules and is at least as deep as chess. You can play chess for a lifetime and still learn new tactics, yet learning chess rules can be explained with one page of text. Compare this to learning how to play a DnD game.
Knowing what game rules add depth to a game and what only adds redundancy is a problem that has been studied by game designers and even mathematicians and is one of the things that makes game design fascinating.
It is worth mentioning that rpgs aren't abstract games. Simple rules are certainly nice, and can help make the game easier. But what may seem like needless complex in a game when looking only at the rules may actually make the game more enjoyable because the rules are reflecting an element of the game world.
Let's take magic in gurps as an example. Magic in the new gurps edition can be represented in two forms: as "powers" and as "skills" (there are others, but they are not useful for this example). While almost any special ability a character may posses is usually represented as a power, the default way to represent magic is still as skills.
Why not make magic just another power? Why have such a needless complex system in the game? Because, the skill system better represents learning something, and that is the way many players want to portray their characters, as someone who studies spells. I think most GMs would be ok to use powers to represent something the character learned, instead of something inherent. Yet, the skill system represents it better.[/b]