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October 29, 2008

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Mordenkainen

Well, all in moderation. I like complex rules when I'm expecting them. Temple of Elemental Evil, the quintessential tactical D&D game, is not for the gamer who just wants to bash some goblins' heads. Doesn't mean I can't also enjoy some mouse-button masher such as Diablo.

In the examples you mention, I think game designers have a third option: leave it in but as an optional "for-the-hardcore" feature. Which in SA it was. You only had to work out, etc. if you wanted to get all the girlfriends, etc.

The reason why I'm afraid of cutting out stuff that may not be fun for some people is because of the medic-kit issue where many games are doing away with that and putting in health-regen "because gamers want to blow stuff up instead of playing doctor". I didn't mind health-regen in Halo because it made sense with the Spartan armour, etc. but it made no sense in CoD 2 & 4, and encouraged the "go into fetal position for a few seconds" gameplay. I wouldn't even mind health-regen in Rainbow 6 (!!!) in the Easy difficulty setting, for instance.

Why games' difficulty settings only change with damage factors and quantity of ammo is something that I've often pondered, but that's a topic for another day.

Jake of 8bitjoystick.com

Personally I use the word Awesome. Way too much on my blogs.

Ryan Miller

Hey Mordenkainen,

I'm not against complexity, it's really about tradeoff-based mechanics. I think there's a sweet spot between realism and abstraction that allows a game to feel real without getting dragged down by too much simulation.

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