Game design theory 1- Chance
Game Design Theory 2-Linearity
Game Design Theory 3- Leveling and Grinding
To start, I recommend reading this article by Carnalizer
The crux of the issue is the complexity in the game. Simplicity is valueable. It makes the game easy to understand and learn. However, simplicity at the surface of a game does not have to mean simplicity in the meat of the game.
Tic-Tac-Toe is a simple game. Very simple set of rules-players each have a symbol, you take turns placing your symbol in a 3x3 grid, adn if you get 3 of your symbol in a row, you win. Easy to grasp. However, these rules do not lead to much depth. It does not take long to figure out the full implications of the game, and never lose. This measn that the games end in ties before long.
Chess is also a simple game. A fairly simple set of rules. Each side has several peices. They are placed on an 8x8 grid in a certain configuration, each one has a simple movement pattern. The goal is to capture the other person's king, and add in a few other basic rules, like pawns turning into other peices when you reach the end, and you have the ruleset down. Easy to learn, hard to master. Those simple rules lead to over 10^120 possible games. That is a freakishly huge number. 100,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000. People are capable of devoting their entire life to studying the game, mastering its nuances, and developing strategies and counter-strategies.
Redstone is another good example of this. The rules of redstone are fairly simple. Some blocks provide power, others transmit it, powering a block with a torch powers it off, etc. This provides enough emergent properties that people can make any type of logic gate they desire, hook those up to perform whatever computations you want, and the possibilities explode to include everything possible with a turing machine, including minecraft itself. Of course, practical limitations makes reaching the full potential impossible, but the emergent complexity is there.
The part that is really desireable is the end complexity. Cranking open the limit on interestingly different outcomes. It does not matter if you have 2 million possible units. If the battle comes down to "compare their strenths, if yours is higher, you win", there is no complexity in the outcomes. All you accomplish is making it so you have 2 million units to learn.
The simplicity in the rules is so it is easy to learn and understand. Adding in a new feature is something the player must learn, and a player can only handle so much at once. with chess, you are given a fairly small st of peices to learn, and people can handle that. If you gave them a box of 100 different peices they could pick from, each with its own abilities, they would just be overwhelmed.
There are 3 layers of complexity involved. Rules, content, and emergent.
The rule layer is where you want it to be the most simple. It is what defines the game, and people need to be able to have a firm grasp on it. Not understanding the base rules means you aren't really playing hte game, so much as fumbling around blindly. The rules are what you need to explain to someone when they learn to play.
The content complexity can be greater, if done right. Content is what you use with the rules, and can be player-customizable. Take pokemon. The rules are simple; you get six pokemon, each has an element, various elements are stronger against others, they learn a set of moves, then they do battle. The nyou have 150ish original pokemon, depending on how you want to count them, and I-don't-even-know-how-many potential moves they can execute.
The emergent complexity is where you want the complexity to be. This is the completity you explore and master once you ahve learned the system, and is where the bulk of the learning curve should lie. Advanced tactics and strategies should be involved in manipulating this part of the game. This is where you learn how to counter a person opening with the queen's pawn, or how to utilize the attack speed of your character to its fullest effect. Its not nessecary to understand this level of the game to play it and have fun, but it is nessecary to master the game.
The reason you need the final complexity should be obvious. That is the meat of the system. The simplicity of the earlier stages is nessecary, because you need a firm grasp on them before you can start properly playing and ejoying the game. If you aren't enjoying the game, you are unlikely to continue playing to reach the meat of the game. Different people have different tolerances for initial complexity. That is why some people play dwarf fortress. They were able to overcome the initial hurdle, and now enjoy the rich emergent complexity the system offers. Other people can't get over that initial hurdle, and hence don't get into the meat of the game, don't enjoy it, and its a failure as far as they are concerned.
So, the real issue is accessability. A simple game is accessable (hence the "easy to learn" part of the saying). You can greatly increase the complexity of the game if you can incrementally introduce content. To play chess, you don't need to know about castleing or some of the more obscure rules. You learn without htem, then are introduced to those concepts later when you have a firm grasp on what is going on, and can handle the additional complexity. This is why games tend to give you new abilities gradually. When you are first learning, only having to worry about a small set of moves and abilities makes it easier to learn. When you get more advanced, you can incorporate the added complexity easily.
Lets look at portal(either 1 or 2). The basic mechanic is simple. You ahve 2 portals, going through one leads you to the other, presering momenteum. You are introduced to this gradually. First by sowing you the portal and using it to move form place to place, then by giving you control over half of it, then showign you the implications of preserved momenteum, then giving you full control. The content is the same way. It introduces buttons and boxes first, and that is all you have ot learn. It gradualyl introduces more content, like the energ balls, moving platforms, and in the second game, arieal faith plates, lasers, gels, etc. They don't trhough it all at you in one blob, they guid you through learning it all. Then the eral meat of hte game comes when you are exploring hte emergent complexity. The puzzle no longer exists to demonstrate a new feature, but to challenge your mastery of the system. You have to utilize the emergent complexity to get through. Some take it even further than the game requires, mastering the system to complete challenges, to find alternate solutions that make most people's jaw drop.
Pokemon start outs by introducing a few simple game elements. Here are yoru 3 basic starting pokemon. Here is a pifgy, here is a rattatta, go. It gradually adds in new elements as you have learned the old ones. This keeps you moving along the learning curve, which is good.
So, to properply keep the rules simple, the content manageable, and the emergent complexity high, you have to consider the impact various mechanics will have on all of these.
Take D&D. your main defence is AC(armour class). when you are attacked, people have to roll and try to exceed that number to hit you. This means that any enemy has a % chance to miss, thereby reducing your damage takesn by a percentage, overall. This happens regardless of how hard or how often they are swinging at you.
They have a second mechanic wheras certain things have DR(damage reduction). This is a linear reduction in damage. You will take some amount of fewer damage per hit, say 5. a 10 poitn hit becomes a 5 point hit. a 3 point hit does nothing. a 100 point hit is still a 95 point hit. This means that the value of the protection is dependant on how hard the enemy is hitting. The fewer hits it takes to drop you, the less thance this bonus has to accrue.
This adds a minor amount of complexity to the rules, but greatly enriches the interplay between various fighting styles, making monsters easier to kill with certain weapons (since certain thigns can penetrate it. So a werewolf would have DR that makes it hard to hurt, but if you use a silver weapon you do a much greater amount of damage).
They also have rules for graplling. These are rather complex. They give penalties and bonuses to many things, gives you a precise list of actions you can take during it, requires many roles to determines what happens, and generally requires a flow-chart to decipher. What does this mechanic give you for gameplay complexity? not much. Things that are good at grapling are really good at surpressing things that aren't, utilizing your other options is generally just as hard as actually escaping, and it becomes a real pain to use. It is one of the elements of the game that player's tend to despise, and actively avoid trying to use them. All rule complexity, practically no content complexity, and very little emergent complexity.
Game Design Theory 5 -fun
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pikachu777 posted a message on If the world ended tomorrow...I would cram as many Klondike bars as one can into one's mouth into my mouth.Posted in: General Off Topic
(Yay for roundabout way of saying stuff XD) -
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BalefirePhoenix posted a message on If the world ended tomorrow......I would take aPosted in: General Off Topicswordclubstick and go POSTAPOCALYPTIC SURVIVAL!
Btw, did you know that, by the prediction of <some_random_guy_that_predict_apocalypse_like_every_5_years>, the world should have ended at 6 PM? Well...
EDIT: Oh. Everyone seems to know that. -
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BigDaddyEcig posted a message on If the world ended tomorrow...Would anyone be around to care?Posted in: General Off Topic -
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103048 posted a message on If the world ended tomorrow...it cant its already tomorrow in australia and they are fine so ha if you agree hit that green button down therePosted in: General Off Topic -
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matterhorn731 posted a message on [1.2.5] Somnia [SSP|ML] (1.4.x WIP)First of all, I have to say I love this mod. It makes for much more realistic and dynamic gameplay and makes waiting for smelting and farming much more tolerable.Posted in: WIP Mods
Secondly, I want to make a suggestion. I think it would be an interesting mechanic if the activation of a note block near the player would wake them up before they'd intended to. This would allow for intruder alerts to give advanced warning about hostile mobs as well as notifications that certain automated processes have completed. -
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kingm444 posted a message on [V1.2.5]Formivore's Mods - City, Wall & Ruin GeneratorsMy reaction to finding this modPosted in: Minecraft Mods
1.Scrollin through forums
2.Goes to Mods
3.City generator this could be cool
4.HOLY **** THIS IS AMAZING -
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angalex posted a message on Blaze & TestificatesI think the Blaze's need some visual tweaking. Instead of fire engulfing them I think they should have a similar effect as the mob spawners do and should look a little darker and more of a fiery glow about them, make them look a little bit more evil looking. But that's just me.Posted in: 1.0 Update Discussion
The Testificates are just parodies of themselves. I would greatly encourage a redesign for them lol. -
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OfficerHotpants posted a message on hunger bar petitionLook. If you're that concerned about eating, we all know Dwarves love a good ale. So how about this? How about you go up to the surface to far- Sorry, grow a hops farm and brew Ale to bring down with you? Then chug and chug and you're a REAL dwarf. Think of the hunger meter as a drunk meter. If it's empty, you're too sober for your own good!Posted in: 1.8 Update Discussion -
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BufferM posted a message on stupid flash screnPosted in: 1.8 Update DiscussionQuote from wreckmaster15
I think it may have something to do with the software on your computer or maybe it is just a bug of some sort if it is a bug i will be fixed trust me.
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Seems like you're making up your own definition of a dwarf then. If that's the case then I want to be an elf and elves do not dig! But I need coal to light up my tree house so Notch should just remove night all-together to appease me because I don't want to mine coal.
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Dwarves don't need wood! They use the bristles from their beards.
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Yes because survival means having random blocks moved around or deleted for no purpose but to "creep you out". If it was challenging or done intelligently I think a lot of people would be fine with it. However, as it is it's just an annoyance and adds nothing more to the game than what a minorly corrupted save function would do. Not cool.
Creepers don't just randomly blow up for no reason and mess up the landscape. There really is no point to them randomly moving blocks and if you find that part of them "cool" or "interesting" then we'll just have to agree to disagree on the meanings of those words.
Yes, because teleporting monsters that only attack if you look directly at them and also happen to be the first and only mob whose mouth actually animates when aggro'ed simply isn't enough for us.
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You're missing the point. The problem is that if a creeper blows up then it was probably YOUR fault and was preventable through you killing it quickly and carefully (though not always). Enderman just mindlessly pick stuff up even if you aren't there and move it around, which isn't scary or challenging... just annoying.
It's minecraft, not janitorcraft
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Creepers only destroy stuff if you are nearby and **** them off. Endermen just make a mess even if you're not actually there so it isn't even your fault at that point.
Plus the only "easy" ways to prevent them from trashing stuff is lighting every square inch so they don't spawn anywhere nearby or putting water over everything. Neither of which works for people who like to build nice looking or intricate things. Plus, they'd still destroy the landscape even then. You can't light everything.
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It wouldn't take but 2-3 lines of code to just make it an option to toggle so it would be a great addition to a future update or at least a mod in the mean time. People speak out so that maybe the makers of Minecraft will understand the problem and change this in the future so we don't have to rely on mods to "unbreak" half of the game.
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I don't think anyone is complaining that they are too much of a challenge (though some are defending them based on that assertion). The main point is that they remove blocks randomly and, over time, can really mess up the terrain and even structures that we have built. Which is why most of us simply want an option to turn that feature of them off, because killing mobs and making moats isn't the only thing there is to Survival.