Mechwarrior (and it's short-lived sisters MechCommander and Mechassault) is a sub-section that is a bit easier on the mind made for a "semi-realtime" environment (IE. VIDEOGAMES) and takes some liberties in the holy names of "FUN", "Challenging", and "Balanced"
it was a little less complex, but it wasn't complicated. You had set goals, you had reasonable objectives, and a plethora of tools to get there and when properly used could benefit the player IMMENSELY.
This Brings me to Living Legends and MPBT:3025. Both followed a simple mantra that helped the former keep it's playerbase ad the latter latch on to our memory like a cool summer day.
KEEP IT ENGAGING, KEEP IT SIMPLE, KEEP IT COMPLEX.*
*
yes they had their faults with some chassis being crazy overused than others, but it was fine because they had multiple ways of being defeated, and it was accepted by the community as tactics/strategy.
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Lets flip the page over to MWO.
As part of the Closed Beta crowd given the right to play thanks to a FUBAR in emailing...
"OH MY GOD WAS IT AWESOME. PEW PEW PEW BANG BANG WOOSH."
we were given the ability to choose and build our mechs to our liking and I played Rock-em sock-em RoMechs until the sun went down. It was Complex, but it was simple to understand.
then it started to slowly become less fun, as time went on more complicated mechanics started to come into play... (mind you not Complex, but Complicated).
the biggest thing that comes to people's minds is "Ghost Heat" (OH GOD HERE WE GO AGAIN)
it's complicated, it's not complex, there is no "set" equation where going over the amount would lead to a predictable result other than "Dead"; and if there were, plugging in another weapon's numbers would lead to a wild variation from both the (thankfully we have Smurfy's Mechlab, Thanks Smurfy)
either retool it, or get rid of it. I can even help you with that
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BattleTech's BV value was and still is complex, but it is pretty much accepted by the community due to the ease of picking it up and the ability to get reliable results.
can you pick it up?
can you understand it?
can you get reliable results?
can you use it in different scenarios?
if you said yes to all of the above, you my friend just created a good game mechanic.
If you said no to any or all of the above, it may be too complicated and may defeat game-balance
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I hope I've enlightened you on the different meanings of "Complex", "Simple" and "Complicated"
some of the best games are complex yet simple to understand, EUROPA UNIVERSALIS is a great example for anyone who needs a fun "crash-course" and a TL:DR,IWG (Too Long; Didn't Read, I Wanna Game).
this may be lost in the fit of rage and whine, but I hope somebody will be enlightened (PGI) and take the initiative on their part to make the game feel like a game again.
Edited by gavilatius, 21 October 2013 - 08:43 PM.