Thrasybulos
Prince
- Joined
- May 4, 2023
- Messages
- 522
I remember reading someone somewhere drawing a distinction between "complex" and "complicated": "complex" applies to ouput, "complicated" to input.complexity creates an illusion of depth by increasing the clutter of information by tacking on ever new rules and effects
I have no idea whether this is standard English usage or not, but I thought it was certainly an apt way of distinguishing between two game design approaches.
And I certainly favour the "simple-complex" approach.
Go is extremely simple in its input: place a stone down. But evaluating the consequences (output) of a move is certainly very complex.
At the other extremity of the spectrum are games with tons of rules, tons of cards, tons of options... but once you've learnt them, picking a correct choice is very simple.
Unfortunately most modern game designers (and players) seem to prefer the "complicated" approach: they want moar and moar stuff in their games, and I agree that usually it just leads to an illusion of depth.
I mean, a game can be both complicated and complex... but that's rather difficult to successfully pull off.