DaZur, on 12 September 2013 - 07:18 AM, said:
Understood... but you then, example two (X-Wing & Freespace) space-sims that exemplified complicated game-mechanics that are mitigated by conscious game-design.
But they're not complicated, they're complex. The mechanics themselves are easy to understand, yet they add a strong dynamic layer to the game. That's my entire point.
The way I see it in game design, complicated is when mechanics artificially make the game harder to understand and play. Complex is when seemingly simple mechanics dynamically change gameplay entirely. Decisions must constantly be made to adapt to a situation. Complexity is what you get when the gameplay naturally unfolds into a multilayered experience. Complicated mechanics attempt to do that artificially and arbitrarily, and fail, imo.
DaZur, on 12 September 2013 - 07:18 AM, said:
You underestimate the power of knowledge. as I referenced earlier the Hot Dog paradigm... Sometimes knowing what's going on behind the scenes jades a player perception.
I guaranteeing if MW:O was closed-door development and we were not privy to the code-twiddling, for all but the most fastidious number-crunching neckbeard grognards... all the underpinnings that everyone clings to being "overly complicated" would largely be accepted as BT universe magic and we'd be content with the product.
It's like X-Wing... no one questioned the fact that the AI could fire lasers AND lock-on torpedoes at the same time... If X-Wing was open-beta, do you believe anyone would have accepted this?
That is a good point that I can't deny. I can't say for sure, but I guess if I were coming into it blind, I'd see needlessly complicated mechanics like ghost heat and ignore them to the best of my ability. In fact, that's what I do now. I'm not going to get engrossed into how hot a weapon group becomes from the rhythm of fire, not unless I wanted to use a macro.
I can point at the UAC mechanic when I first came into the beta and say that I just wanted to steer clear of it just because of how unintuitive it was to use. My mindset was "if this weapon is supposed to be advanced lostech, then why does it suck so bad to use?" Really, I still think that way. I think my UAC idea would get rid of the complicated mess that it is, and instead make it complex by adding a dynamic new layer to combat.
So while there are some things that can color our perception because of our knowledge of the game already, there are still elements that I can relate to as if I were coming in blind. At the same time though, because of our knowledge, we've seen how good certain elements and mechanics can be.
Your hot dog paradigm makes sense, but I don't think it totally invalidates our input.
Edited by Suprentus, 12 September 2013 - 08:18 AM.