[QUOTE="trugs26"]
Since when is a steep learning curve NOT a bad thing? This should always be avoided, even if you do have a complex system. It's bad design.
santoron
I dunno. I certainly see your point, but for example Crusader Kings II came out this year to become one of my favorite titles this gen (and completely by surprise). While I consider the mechanics and interface of the game excellent now, it is almost universally described as having a brutally steep learning curve. Does that pose a barrier to entry for those impatient to learn? Absolutely. However, I really don't believe you can make a game with the depth CKII has without requiring a "breaking in" period. Just seems to me labelling any expectation of the gamer as "bad design" is what has brought gaming to the aim assist/auto complete/ect place we are today.
Well that's my point though. A steep learning curve is not a good thing in and of itself. It can lead to great things on the whole, such as CKII having a great interface and game mechanics, but regardless, the steep learning curve exists. So it should be noted in the "bad" pile. I mean, it is a review, and it's got to tell people what are the good and bad things there are in the game. It's the purpose of the review, and some people might not be looking for games with steep learning curves; something I can fully understand - some people don't want to spend their time on such things.
So in this case for CKII, the bad "steep learning curve", the good "deep gameplay mechanics". And in the review itself should weigh up the balance between the two, ie was the steep learning curve worth it? In CKII's instance, it was.
And on a side note; I personally believe a steep learning curve can be minimised or even eliminated through the use of engaging tutorials and/or the setup of the campaign to introduce elements in the right order or pattern. There are various solutions to this, but as you noted, some opt for a bad solution.
Log in to comment