Showing posts with label Final Fantasy V. Show all posts
Showing posts with label Final Fantasy V. Show all posts

Wednesday, October 17, 2012

#43: Complexity is the Enemy: Why Video Games Benefit From Simplicity


It is no secret that video games have been in a constant state of evolution. Unlike books, movies, and music, our medium is still very much a young one. We are constantly pushing the limits of what interactivity with media can do. As gaming continues to push and grow, it has begun to demonstrate a very clear trend in recent years. Rather than strive complex, intricate systems that require a lot of patience and skill to master, most games have opted for simpler, easier to pick up and play systems. Many people lament this change. They feel that games are being “dumbed down” and think of it as a worsening of the medium as a whole. I disagree with this assessment. I believe that simplification is a good thing for our industry. In this week's post, I will explain my reasoning.

The primary reason simplifying games is a good thing is that it leads to a bigger audience for them. Before you moan about all the “f***ing casuals” or “'hardcore' Call of Duty players,” please take a moment to listen to my point. Bigger audiences allow developers to do more, since their sales are likely to be much higher. A degree of risk can be taken and further innovation can be made if sales of other projects can be virtually guaranteed. As much as we complain about the dullness of yearly release schedules for games like Call of Duty (and let's be honest, the yearly release does negatively impact Call of Duty games), the profits on these games could be used to fund other projects that are more risky and may not be as well received. (They are not, usually, because of the way AAA companies work, but they could be.) Look at Valve for an good example of the positives of guaranteed profits. The near monopoly Valve has over PC gaming thanks to Steam virtually assures them that they will make profits no matter what they do with their money. Because of this, they are able to take (Valve) time to plan out, tweak, play-test, and re-tweak all of the parts of their games to ensure that they are of high quality. While people do bemoan the how simple modern games have become, they do help to attract these revenue streams that allow for more risky projects to be developed to advance the medium and cater to other tastes.

The other benefit of this extended audience, due to simplified systems, is that it brings in a more diverse and interesting set of viewpoints into the industry. This may seem something unimportant, but it is crucial to the advancement of the industry. Most people who have knowledge of the industry are aware that it is pretty much dominated by 20-30 something white men. While this should not be unexpected, it is detrimental to the industry. There is only so many ways 20-30 something white men can look upon a subject or topic. If we can bring in more demographics and people, each with their own perspectives, viewpoints, and biases, then we can broaden both the types of games that get released and their themes and topics. In any sort of entertainment industry, injecting new people and experiences will be a good thing. It helps to avoid stagnation and keeps things fresh and exciting for people. Different demographics are inherently going to have these new viewpoints due to the fact that they live different lives. Having a higher audience increases the number of people interested in games, which leads to more folks wanting to make a career out of it. This influx will invariably lead to more diverse people simply due to the law of averages. With that, we could see some much needed diversity in video games.

The second advantage to making systems simple and discarding complication is the way that it reduces tedium in game mechanics. This is something most people are at least aware of, even if they do not exactly know it, but it needs to be said anyway: Just because something is complex does not make it deep. On the other hand, just because something is simple to pick up and play does not make it make it shallow. Depth comes from the degree to which one can learn and master the systems at play. Though not, strictly speaking, a video game, Chess is the ultimate example of this. The game itself is simple to understand. There are only a limited number of rules one must need to know. However, everyone knows that chess is a game of intricacies and depth. There are hundreds of thousands of possible permutations of the game board and equally as many tactics to experiment with. While anyone can play to moderate success, someone who is an expert of the game will easily defeat a novice or intermediate player. We have seen video games with similarly simple, yet deep mechanics. Final Fantasy V is a good example with its job class system that has many different combinations. Another demonstration of this would be the recently released Dishonored. The game has a fairly limited tool-set that the player can use. However, the level design and game systems encourage experimentation and combination of these tools to efficiently and skillfully get passed a number of different situations. Like the other games in that fit this description, it falls into the category of “easy to learn, hard to master, ” which is something I whole-heartedly encourage. If developers keep mechanics simple, it forces them to use them in more creative and unique ways, rather than bloat their games with unnecessary filler.

While I support this trend of keeping games simple, I must confess that we must be careful with it. There is such a thing as over-simplification. Some games do benefit from a slight amount of complexity. It depends on the game in question. Other times, the mechanics are so simple and the level design is so mediocre that it makes for a generally bad experience. It is necessary to balance simple systems that any player can use with depth that allows others to go into the system and try to fully master it. Depth is what is most important, not complexity. Developers need to make deep experiences in order to attract people. We do not need excess complexity in games anymore. That is a thing of the past.

Sunday, February 5, 2012

#1: Random Encounters in RPGs

I have been playing RPGs for a very long time. It is one of my favorite genres. Recently, I bought Final Fantasy V on the PlayStation Store and decided to play it for the very first time. I had heard that the game is one of the most beloved Final Fantasy games to series fans. After playing it, I have come to understand why. The job system allows for great customization of the characters, the story is amusing (not very deep, but interesting and a good excuse for dungeon crawling), and it harkens back to old school game design philosophies budding game designers can learn from. However, one of the well established tropes of this old school philosophy is one of the reasons this game is a hit-or-miss for many people: Random Encounters.

As I played through FF5, I noticed that I was becoming increasingly annoyed by the shear amount of random encounters in the game. It seemed like I could not advance very far without fighting another group of monsters of varying levels of difficulty. It made me think about other RPGs and how random encounters were killed sometime in the middle of the PS2 era. At first, I was thankful for the change, but then I thought about another example of random encounters, one that I did not seem to mind so much.

In September of this year (2011), Atlus released a remake of Persona 2: Innocent Sin for the PSP. Instead of updating it for modern gamers, Atlus decided to leave the game mostly unchanged with the exception of a few graphic updates. This meant the random encounters were left in the game. While my excerpt from Final Fantasy V would suggest that I would dislike this, I ended up loving P2 and now consider it one of my all time favorite games. I wondered why this difference would exist because random encounters are one of the few things that annoy me about old school RPGs. After carefully pondering this, I eventually found an answer.

It has less to do with the system of getting into battles and more to do with the rewards for participating in the system. In Final Fantasy V, the reward for winning a fight is experience, money, and ability points used to advance in your party's chosen jobs. The only real benefit to gain experience is a level up, which leads to an increase in stats, and while ability points advance the character's job, the advances eventually become so infrequent that it becomes less a reward and more of a “About TIME!!!” in the player's eyes.

On the other hand, in Innocent Sin, while the rewards are a little different. Depending on whether or not you won the fight through combat or persuasion (which, admittedly, also might contribute why the random encounters seem less bothersome) the player will be rewarded with either experience points or tarot cards that the player can use to purchase new personae. While leveling also gives the player characters an overall stat boost, it also unlocks new personae for the player to purchase and use. This both encourages the player to change-up their strategy (persuading one group while fighting off another) and makes rewards more frequent over all. Players are given new personae at a rate slow enough that they do not feel like they are constant trading out personae, but fast enough so that the player never feels like the game is beginning to hold out on rewarding the player. By the time this cycle of trading personae and growing in power begins to lose its charm, the game has already reached its final act and the player has become enthralled in the storyline.

The overall point of this is to realize that a game's overall quality is not determined by what mechanics are being used as much as how these mechanics are being implemented. The overall package must also be considered. To clarify, I think that both games are excellent in their own right and would recommend both to RPG fans. This was more of an analysis than anything else.