View Full Version : Complexity vs simplicity
iBlue 04-30-2004, 08:50 AM Well, im working on a small RPG, nothing in C++ or anything, just in flash, but i am still presented with the same issue.
I am faced with a story which has dozens of species, weapons, items, planets, and eras.
The major complixity i can accomplish is boundless because the story behind the game is more complex then most stories out there.
So i am not sure how to proceed, the work required to make the game is just a matter of time, i can make either a complex game, or a simple one. at least one which is simple to play, opposed to one which is complex to play.
I am aware that a complex game, given the right community interacting in-game and a complelling story could make it VERY popular. but i am not trying to make a major game, just a small flash game.
So i guess here is my question, for a flash game, which is more important, complity or simplicity? For this i mean, 1-3 races opposed to 10-20 and maybe only 5-10 weapons/items opposed to 50-100.
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Kahenraz
04-30-2004, 01:35 PM
Neither!! Story story story story! With a crap storyline (or none for that matter) the game will get old VERY fast. There are two many hack 'n slash games.
lanedaughtry
04-30-2004, 07:24 PM
Depends on the market you're shooting for.
If you're going for casual internet gaming then lengthy story is generally not the best way to go in favor of quick, simplistic gameplay. Casual gamers have a very limited attention span 99.9% of the time. The industry standard is considered to be if you don't get their attention and hold it in the first minute with interesting interaction in a game they're going to go elsewhere.
If you're trying to make a niche sort of RPG as more of an exercise in game creation or appeals to the RPG crowd than make the game that you want to make. Doing the latter in the form of a small game like that is pretty difficult though as most people who like that genre like the complexities of it and approaching that said complexity at all is a pretty daunting task.
-L
iBlue
04-30-2004, 08:18 PM
well i have a good story (this is what everyone tells me when they read it), and it can have more then a few characters, but gameplay itself can have lots of litle variables, or just a few major ones. i have found that most rpgs out there have alot of complex variables, things like "HP,MA,MGD,MGA,ATK,DEF,SPD,AGL,DEX,SKL,LUK,INT,RGE,FER,POW,FTH" etc etc. i could list for hours.
they all have good purposes, but besides the basics "HP,MA,ATK,DEF" i dont know how much is too much for the average joe player. Especially for a flash game.
Boone
05-02-2004, 08:59 PM
Y'know, I have this saying - "Simplicity leads to complexity"....mwhahahahaah!
My advice when making any game is to keep the damn thing simple! If it requires the player to read the instruction booklet - we've got problems!:rolleyes:
Anyway, I'm going to suggest the RPG elements from one of the RPG-edition Castlevanias...
1) Attack.
2) Defense.
3) Strength.
4) Constitution.
5) Intelligence.
6) Luck.
7) Status.
8) Gold.
...my advice is to keep it atleast that simple.
BTW - I'm curious as to why you're making an RPG in flash...is this under contract or just for yourself?
Kahenraz
05-02-2004, 10:11 PM
People who enjoy thinking when they play games like storyline. :thumbsup:
operativem
05-03-2004, 12:37 AM
Why not make something simple and great for your initial foray into this field? If that takes, add extra complexity as desired.
iBlue
05-03-2004, 06:35 AM
Originally posted by Boone
BTW - I'm curious as to why you're making an RPG in flash...is this under contract or just for yourself?
Well, im writing a fantasy novel, and by the time i finish it and its published, i want my readers to be able to hop online and play a game about one of the many stories in the book.
I mean, aside from the art in and on the book, id like something the readers can see move a bit, yuh know?
iBlue
05-03-2004, 06:36 AM
Originally posted by operativem
Why not make something simple and great for your initial foray into this field? If that takes, add extra complexity as desired.
thats actually a pretty good idea. :)
operativem
05-04-2004, 02:44 AM
i run a large software project and sometimes i remember something that was passed along to me: when you're lifting weights to gain muscle, you'll either learn to be patient and accept small gains, or you'll become frustrated and give up. i tend to prefer the former to the latter.
iBlue
05-04-2004, 04:32 AM
yea the latter is defenitly a good idea. and i also think it might be a good idea to make it a slow progression. Just like you said..
when you're lifting weights to gain muscle, you'll either learn to be patient and accept small gains
and actually, with a slow progression, a need for major complexity is no longer an issue, if your striving for fewer, harder to reach goals, it is less work and just the same enjoyment :)
so i think that solves my problem, thanks :D
Boone
05-04-2004, 08:17 PM
Re: iBlue.
Oh, I see.
In that case, make it simple as possible! Concentrate on only the fewest elements as you can.
P.s - PM me as to when your book is on sale - I'll buy a copy! :thumbsup:
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