[Pre-scheduled post while I’m off on a trip.]
Via N’Gai Croal, an argument from John Rose of Gamasutra: Fewer Mechanics, Better Game.
Players must feel as though their possible actions form a cohesive whole. They must think that they sufficiently understand the system of their game world. Therefore we must make our systems strong enough to be understandable. The inclusion of too many game mechanics is the surest way to dilute this strength and rob players of their valuable insight...
I argue that a few well-developed game mechanics in a strong play aesthetic will always be more enjoyable. Players ultimately want to learn and triumph over a system. But the inclusion of too many mechanics only serves to de-systemize the game...
When applied to game mechanics, this fact supports the inclusion of only strong ones. Any mechanic that is underutilized by most players is a waste of developer and player time. It’s well known that if players aren’t confident with a game mechanic, they simply won’t use it. They demand a set of influences that they understand. Bad designers will often force players to use mechanics in order to justify their existence, but this robs the developer of its resources and the player of his fun.
Okay, I’m with him so far. On the whole we probably err on the side of too many mechanics. A mechanic should be fairly strong or left out. That said, I do make an exception for flavor mechanics. Things like customizing character appearance, getting stuff for the player’s house, optional mini-games can add to the fun. That said, they shouldn’t be mistaken for core mechanics. However, Rose also makes an argument I vehemently disagree with.
A recent trend in games is the ability of players to "play their own way." It’s a design choice that includes more mechanics than any particular player will explore in a single playthrough. While superficially this seems like the Holy Grail of game design, the idea merely passes on the entertainment responsibility to the player. These games include a myriad of mechanics in the hope that the player will find some to suit him.
BioShock is an example a great game whose giant mechanic set only weakens its play aesthetic. While the title’s story and environment have set the bar for many games to come, there’s just too much to do. In many a difficult situation players are left to decide between their guns, plasmid powers, hacking, stealth, and the use of one-shot items.
I’d say the problem in Bioshock is more one of resource management. It was greater for me than for most players because I intentionally kept my Big Daddy kill count down and thus reduced the amount of powers I could buy. That said, aside from your wrench, everything burns either ammo or energy. This can easily force players into having to use mechanics they don’t like because they don’t have the resources to use the ones they do. I’d agree that in that case, the systematic nature of the game is undermined. Similarly, some of the mechanics, like stealth, were pretty dang weak. If dropping that would have greatly improved another mechanic, I guess I’d take it.
All that said, Bioshock isn’t the epitome of multi-path gaming, for that, one must turn to Dues Ex, and indeed one of a commenter does. That game was known for letting you play with powers, stealth, or guns and doing a lot of things pretty dang well. Did it do too much? Sure, but multi-path was not the source of that problem.
What Rose misses is the possibility for a game to have multiple systems. He favorably sites Team Fortress 2 being multiplayer only but doesn’t mention that the play style will vary greatly dependent on which character type you have. That said, I think there’s a fair argument for cutting down unnecessary features within each character type and will probably do a post on this vis-a-vie Mass Effect later this week.
In a small scale game, like a Portal, having a single path is appropriate. The world needs more small scale non-casual games. But as the scale rises, one of the features you can add is new, tight, systems of mechanics within your larger system. Not everyone will enjoy every sub-system, but it means that some players will enjoy their favorite gameplay style a heck of a lot more.
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