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Simplicity/Complexity

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The Magician
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Joined: 12/23/2008

This thread I want to open up about the topic of simplicity and keeping games simple. With the continuum of ameritrash/euro games in mind, I realize that even though games need to be simple, there are some pretty complex games out there that I consider fun and others do as well. My tasts pretty much live over a large piece of the middle section of the continuum.

I guess my next question is, what makes the complex games work well? Well I supose it's because those games use sound game design principles and their mechanics work.

brisingre
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Poor Formatting Incoming

I have no idea why some games work and others don't. The traditional line of argument goes that the more complex games make it on theme and 'simulation' value. I don't necessarily buy it. That is certainly a real feature that sets 'ameritrash' away from 'euro games.' (I use the quotes because many of the definitive Ameritrash games (Lets start with Titan) are actually European, and several of Knizia's Euro games are published by Fantasy Flight, who are usually credited as an Ameritrash company. It has very little to do with the country of origin of the game, but more to do with a few design choices.) The amounts of theme, chance, and player-to-player interaction really make the difference. My taste in games tends toward the very ends of the simplicity-complexity spectrum. I like long complex wargames and abstract strategy. I'm not too into the Euro area in between them. I don't dislike Euros, mind, but it's not my preference. I think it's the fact that these moderate-complexity games tend to either be light wargames without enough strategy to keep my going or they tend to be multiplayer solitaire games without any significant player-to-player interaction. I'm a player-to-player interaction junkie. I love it. I don't see the point of the routine-optimization formulaic games. I have no objection to games where you do a lot of internal optimization, I just like to be able to sabotage and be sabotaged. I play games with smart enough people that everyone will play more-or-less optimum strategy (no card-counters, but a very mathematically minded group) and so a game with a semi-solvable strategy becomes a game of largely luck. You need player-to-player interaction to spice this up. If a game is 100% optimization, we'll optimize it and get out a game of chance. If it's 90% optimization, 10% interaction, it'll all come down to that 10%. A bidding game where each player has the ability to sabotage one other player's bid once per game will likely come down to who used that one anti-player move most effectively.

I'll admit to actually finding complexity attractive in a game. I enjoy learning a game almost as much as playing it, and as such, I find complexity a virtue in-and-of-itself.

JB
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Joined: 02/06/2009
Is the rule worth it

To me, complexity only becomes bad if the rule doesn't pull it's weight. So any rule that doesn't come into play during every session is out. Rules that don't add (or force someone to make) a strategically legitmate choice is usually out. Any rule I can get rid of without taking enjoyment out of the game, I will.

Taavet
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Joined: 08/15/2008
Complexity vs Detail, Simplicity vs. Dull

I think you need to make a major distinction between Complexity, Depth and Detail.

As JB stated above, you want all the parts of your design to pull their weight: Theme, Rules, Mechanics, Scoring, Victory ect. If the ratio of 'complexity' to fun (or whatever you are aiming for in your design) is too high then don't add. If adding something in, significantly increases the gaming experience then add that baby!

There is definately a breaking point and it is unique to every design. Just keep in mind that Detail and Depth are not the same as Complexity.

simons
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Joined: 12/28/2008
Complexity = variety (?) = replay value (?)

Well, first, as you said, I think only really part of the market actually likes them. A lot of people just don’t like the idea of reading a 50 page rulebook, or playing a 5 hour game. On the other hand, some are drawn to it. That said...

Personally, I think that there can be a lot of variety that can come from complexity (and to some degree replay value). I can think of a lot of simple games out there, where even though they are fun, and certainly create a lot of interesting player-player interactions, each game feels roughly the same. In a really complex game, you have lots more options. For example, play three games of Guillotine, or Zombies!!!, and no matter what, they will probably feel about the same. There are slightly different strategies you can take, but overall you are doing the same basic thing. Then play three games of Warhammer. If you play the first one against the Undead, and the second against the Chaos Warriors, and the third against High Elves, each of these games will have a qualitatively different experience.

It is possible to have this in simpler games (chess and go are perfect examples, and to some degree so is probably Settlers of Katan), but it’s not the same. And that said, it is also certainly possible for a game to be horrifically complex and still always feel the same.

Also, that said, there are a lot of ways that complex games can streamline themselves, so that they don’t become complex and confusing.

Simon

The Magician
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Joined: 12/23/2008
Taavet wrote:I think you need

Taavet wrote:
I think you need to make a major distinction between Complexity, Depth and Detail.

As JB stated above, you want all the parts of your design to pull their weight: Theme, Rules, Mechanics, Scoring, Victory ect. If the ratio of 'complexity' to fun (or whatever you are aiming for in your design) is too high then don't add. If adding something in, significantly increases the gaming experience then add that baby!

There is definately a breaking point and it is unique to every design. Just keep in mind that Detail and Depth are not the same as Complexity.

This is true. I was thinking of complexity in terms of depth and number of components, and simplicity in terms of elegance. Some games are fun, and they are huge with lots of depth, lots of components, large rule books. But these are all great points you guys bring up.

The Magician
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Joined: 12/23/2008
simons wrote: Also, that

simons wrote:

Also, that said, there are a lot of ways that complex games can streamline themselves, so that they don’t become complex and confusing.

Simon


Yes, I like that last statement. I like my new buddy "A Touch of Evil", not just because I am having a lot of fun with it, but because it does so many things I have wanted to do in my game. Namely, multiple game play options cooperative and competetive. I like the competitive in this game in that your not battling your oponents but raceing to defeat the villian. I had a similar style of competition in mind for my game. I love the card play vary much in this game also. The number of cards and counters in the game is also outragious, but I love it! The way the decks are placed or suggested to be placed around the board in a clock like fashion made some geers turn for me.

But, yes 50-page rulebooks are extreme. That's where my level of anxiety goes up and time-management kicks in my brain. For my target audience I don't think I would want to put them through such an ordeal in picking up the game.

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