weirdside / Member

Forum Posts Following Followers
25 6 0

Complexity in First Person Shooters

With the ongoing deluge of military and squad-based FPS, I have just one question for developers at large: what ever happened to mindless self indulgence? Sure Unreal III delivers a good dose of that good ol' fashioned ultraviolence, but even that storied franchise has gotten more and more complex as the installments mount. The original Halo had a great amount of intense, simple action. Simple action lent itself to effective strategy. Halo 2 attempted to mix things up with the advent of destroyable vehicles and a few new weapons, but with it, it added unneeded (and unwanted) complexity. The more complex a game is, the tougher it is to implement simple strategies. The more complex a strategy is, the less adaptable it tends to be. The less adaptable a strategy is, the easier it is to break it. It all goes back to Occam. I'm not saying complexity is a bad thing; far from it, in fact. When you can plan every detail down to the minutiae, and see it go off without a hitch, it's very rewarding. I'm just saying that for every Rainbow Six, we need a Painkiller. For every complex shooter, we need a simple (but well-executed) one. Thoughts?