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Why simpler - much simpler - is better
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<blockquote data-quote="ExploderWizard" data-source="post: 6244810" data-attributes="member: 66434"><p>There are different aspects of 'simple' to be considered in all of this. The rules of chess are fairly simple, but actual play can be very complex. Thats the beauty of a well designed game- to put the complexity into the parts of the game that are interesting and leaving them out of areas that would just be tedious. </p><p></p><p>I enjoy simplicity in <em>rules </em>that still allow for complexity in <em>play.</em> Simplicity, much like complexity, for its own sake isn't very useful. Tic-tac-toe is very simple but thats hardly a virtue because the game isn't that interesting. </p><p></p><p>In games powered by the imaginations of the participants, such as rpgs,maintaining simplicity in rules while allowing for complex play is one of the strengths of the medium. That was the lightning in a bottle that caught on like wildfire and spawned a new hobby. </p><p></p><p>The secret to maintaining that simplicity/complexity formula is to not make a rule unless it is needed, and to make sure the contributions of the game participants (contributions here being meaningful ideas and actions that are created in play) are central to the resolution of play. Complexity is therefore as prominent as the participants want to make it, and not tediously added by a non-participant such as a well meaning overzealous game designer.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6244810, member: 66434"] There are different aspects of 'simple' to be considered in all of this. The rules of chess are fairly simple, but actual play can be very complex. Thats the beauty of a well designed game- to put the complexity into the parts of the game that are interesting and leaving them out of areas that would just be tedious. I enjoy simplicity in [I]rules [/I]that still allow for complexity in [I]play.[/I] Simplicity, much like complexity, for its own sake isn't very useful. Tic-tac-toe is very simple but thats hardly a virtue because the game isn't that interesting. In games powered by the imaginations of the participants, such as rpgs,maintaining simplicity in rules while allowing for complex play is one of the strengths of the medium. That was the lightning in a bottle that caught on like wildfire and spawned a new hobby. The secret to maintaining that simplicity/complexity formula is to not make a rule unless it is needed, and to make sure the contributions of the game participants (contributions here being meaningful ideas and actions that are created in play) are central to the resolution of play. Complexity is therefore as prominent as the participants want to make it, and not tediously added by a non-participant such as a well meaning overzealous game designer. [/QUOTE]
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