mikedsc
11-01-2003, 10:15 AM
It amuses me that the title of your article was the same title of a memo (read: short persuasive essay) I wrote in defense of my wanting to have an incredibly complex system in my game.
Raph Koster mentioned something -- in A Theory of Fun -- that people LIKE simplicity. The complexity needs to be in possibility, the potentiality. Then again, Raph might be wrong, considering an essay (http://www.swarthmore.edu/SocSci/tburke1/swgmystery.html[URL=http://www.swarthmore.edu/SocSci/tburke1/swgmystery.html) that's gotten marks of agreement from a friend of mine (who plays SWG).
Still, my stance on complexity is rather ironically simple. There is a necessity for complexity based on the mere fact that hey... we're using computers! Computers that can process painfully difficult mathematics at the speed of light! We really ought to take advantage of technology. Even more, we really ought to realize that the computer is theoretically better at coming up with new puzzles and new content than we are; and the players are even better than the computer, seeing as there are a million players per designer.
One point in Raph's presentation I liked, however, was that we need to build puzzles that we don't have the full solution to ourselves. If we can solve it, no matter how difficult, so can the players. And there are simply too many players who really are better at problem solving than designers.
Raph Koster mentioned something -- in A Theory of Fun -- that people LIKE simplicity. The complexity needs to be in possibility, the potentiality. Then again, Raph might be wrong, considering an essay (http://www.swarthmore.edu/SocSci/tburke1/swgmystery.html[URL=http://www.swarthmore.edu/SocSci/tburke1/swgmystery.html) that's gotten marks of agreement from a friend of mine (who plays SWG).
Still, my stance on complexity is rather ironically simple. There is a necessity for complexity based on the mere fact that hey... we're using computers! Computers that can process painfully difficult mathematics at the speed of light! We really ought to take advantage of technology. Even more, we really ought to realize that the computer is theoretically better at coming up with new puzzles and new content than we are; and the players are even better than the computer, seeing as there are a million players per designer.
One point in Raph's presentation I liked, however, was that we need to build puzzles that we don't have the full solution to ourselves. If we can solve it, no matter how difficult, so can the players. And there are simply too many players who really are better at problem solving than designers.