The Rampant Coyote gives his opinion on the recent articles that criticize Simplicity on the internet this week. I found it interesting ,and I hope most of you enjoy reading it.
More information.Anyway, all this is really an introduction to a fascinating piece by Craig Stern, “Against the Cult of Simplicity.” He makes a ton of arguments (he’s a lawyer by day, so he’s good at this) that while simplicity may be a virtue, it is not the only virtue. It seems that the indie community is perhaps getting pushed too far in that direction. While it may be a good thing to correct some poor tendencies, what we’re really going for is a balance. Simplicity is not the end-goal for many (or even most) games.
It’s something of a companion piece to his earlier article at indieRPGs.com, “Where are all the RPGs at IGF?” This article illustrated another bias against more complex games – simpler games are faster and easier to “get,” which makes them more likely to get a fair shake from harried judges at these shows. If a game even sounds like it’s going to take more than ten minutes to evaluate, many judges won’t bother even looking at it.
Much of the challenge and delight (I like using that word – it isn’t exactly the same thing as “fun,” but it can encapsulate fun, fascination, admiration, and many other factors) of RPGs is in the interaction of these systems. Even in relatively simple RPGs (think 16-bit-style JRPGs), these systems can get really complex, balancing combat, exploration, some skills, leveling, gear, and expendable items (which represent a cost in gold, replenished through combat and exploration). But this is something that can’t be fully introduced to a player in five or ten minutes. You can touch on it, but it’s still a lot for a player to absorb, let alone gain any kind of mastery.
I think I’m in complete agreement with Craig, here. I believe that the quote attributed to Einstein (whether or not he really said it, it’s a good one) should be applied on a per-game basis, not to games in general. Extremely simple games are awesome, and can be both critically and commercially successful (Flappy Bird, anyone?). But that’s not the be-all, end-all goal of game design.