SimpleAsPossible

While a number of very complex, very good, games have been produced and played, there have also been legions of games so mired in mazes of rules as to be un-playable. The good games use complexity to create depth. Or, as Wolfgang_Kramer? puts it, complexity must offer player influence. Otherwise, it is just an annoying rule to remember, which will probably get in the way of the player having fun.

Alexey_Pajitnov?, in Game_Design:_SotS?, relates "Nothing Is Too Simple" - what may seem trivial to you may not seem so easy to someone who is not deeply involved in the game. Outside feedback, as always, can be important here.

Therefore, you should carefully evaluate whether a given rule or mechanic improves the game. If not, there is a good chance that it should be removed.

"Everything should be made as simple as possible, but no simpler" - Albert Einstien

"Perfection is attained not when there is nothing left to add, but when there is nothing left to take away" - Antoine de Saint-Exupery

Tips to keep a game simple and elegant


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