DMark wrote:
New games are too complex. There are too many commands, too many buttons, too many abilities, too much going on at once, and everything is too fast-paced.
Back in the day, before games became dumbed down, before it was all about eye candy, they were nice and simple. A button, B button, Start, Select, Control Pad. Everything that flashed on the screen had a reason for being there.
Is this not a bit of a contradiction in terms? Games become dumbed down by becoming more complicated?
As for fast-paced, many early games relied almost entirely on ramping up the speed of the game to create difficulty, and that was it. Space Harrier just created more obstacles and got faster (though it was fun, to be fair) whereas Killzone 2 has enemy AI that THINKS about where you are and makes determined attempts to out-manoeuvre you, in a nearly photo-realistic environment. Both had a piss-poor plot. Sonic the Hedgehog was a simplistic platformer that relied on speed to ramp up tension. LittleBigPlanet lets you create.... just about anything..and platform it. Likewise there were games as far back as the Spectrum that were deep and complicated and involved hundreds of commands, and everything short of advanced trigonometry to control (Lords of Midnight, Sink the Bismarck.)
Some of the most engaging games available today that provide weeks or months of gameplay are the most complicated ones. Total War, Oblivion, GTA, Fallout3. HUGE complex games with LOTS of controls and menus and potential skills.
The most overwhelming issue with games today is the cost vs endurance. Too many outstanding games are far too short and miss out on so many different possibilities, for a hefty pricetag.
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"There is a time when the operation of the machine becomes so odious, makes you so sick at heart,
that you can't take part" [Mario Savo, 1964]