"Things should be made as simple as possible, but not any simpler."
Albert Einstein
One of the biggest barriers to entry into any activity is the amount of effort it takes to understand it. The quote by Albert Einstein is telling because although Einstein's theories are immensely deep and rich they are relatively simple to understand. We have spoken a lot about accessibility in games and I think it might be a good idea to be a bit more specific about what that means. Accessibility, just like simplicity, is not about making things "dumb", insignificant or even uninteresting; nor is it about removing depth or complexity. In fact, it is quite the contrary. Classic games that survive through the ages such as Chess and Go have surprisingly simple rules. You can explain the game of Chess in about 20 minutes; Go can be explained within a few minutes; and yet people can play for their whole lives and not understand all the possible strategies involved.
The reason for this is that complexity has to do with permutations of simple rules; thus the way to build a complex and intricate game is to create interdependent and simple rules. Let us consider the game of chess. It is precisely sufficiently complicated, but not overly complicated; just as Einstein said. The board is restricted to a specific size. Each piece has its strengths and weaknesses, but there are pieces that are universally more important than others. For example, the queen is able to move in any direction, thus it is important that there is only one. The king can not move much at all, but it must be protected or the game is over. Pawns are weak but can be used to resurrect stronger pieces, provided the player can protect it. Each piece is designed with a strength and a weakness and each piece has only one or two moves that it can make. Thus when we look at one individual piece, they seem much too simple, but when someone is playing chess all the complexity is revealed.
Let us think for a moment if we were to consider chess from a different angle. Imagine we were going to make Chess 2 based on the success of our monster hit, Original Chess. People liked the varied movement of pieces so let's add a few more special moves. Let's make the pawns move diagonally as well. The rook was a powerful piece but it is stuck in the corner so it can't really be played until later in the game. Perhaps if we allowed it to jump over other pieces, that would be an improvement. But wait... if we let the Rook just jump around its too powerful so let's change it so that it can either jump over one piece in front of it or do its normal movement. This added feature will be a welcome change. Is it fair that the Rook can jump, but the Bishop can't? It seems like we should let the bishop jump over pieces as well. Ok, so now we've added a few new features and addressed the major concerns of the players, but maybe the game is still too limited. Let's make the board a bit bigger, perhaps double the size. Perhaps now the game is too empty so let's double the number of pieces.
You're probably thinking that what I have done is ruin the game completely. It's too much to think about now, with all those extra pieces and additional rules it will be hard to devise interesting strategies. With all the extra game space it is hard to focus the game into a small area and force critical decisions. In essence by adding features we have removed game play and possibly ruined the game. Would the game with these additional changes still work? Perhaps. Would it work better? Doubtful. The key here is that Chess is sufficiently complex or rather as simple as possible; as Einstein says.
Thus a critical component in accessibility is making pieces, or features, distinct and balanced. Balance is achieved by giving each thing a strength and a weakness which means we must design for weakness. Distinction is created by focusing the power of a piece or feature into a small area of function. The more that functionality and power are shared, the more difficult it is to attain balance. The result of all these things working together is that players are forced to make complex decisions, even after many hours or weeks of play; and yet within a few minutes they can make enough decisions to play the game and have fun.
Ok, I think I have made that point, and, of course, there are strong opinions and valid examples to the contrary, so I won't dwell on it.
Going into the other half of accessibility, we should think about product reach for a moment. Once again, we can use Chess as our baseline example. Although there are elaborate and expensive Chess sets; it is relatively easy to make chess sets, and they can be bought relatively cheaply. This means that most people have access to Chess as a game so if they hear from someone that Chess is this awesome game, they have quick and easy access to it.
Computer games can be made the same way. When we decide to make a game with extremely high or particular system requirements, we are making choices in accessibility. Do we really want to make a game that is the equivalent of a $2000 chess set? This is not an easy question. There are numerous examples of games that push the envelope and are good enough that people will buy hardware to play them; or the audience of people who have the system is large enough to support the effort. On the other hand if you have something which provides a good challenge, looks attractive and runs on most machines, the accessibility is much higher. If most people already have the means to play, then the barrier is much lower.
Genre is also an area where accessibility can become an issue. I read a lot about how sci-fi games are more "hardcore" and I often wonder why that is. I think that on the one hand science fiction has less specific social and historical knowledge. For example, most people understand the difference between Leather and Plate armor. However, it is not as intuitive to know the difference between an Optical Reflective Suit and a Kevlar Battle Vest. Because sci-fi does not have such strong types players have to spend a bit more time getting familiar with the fiction. That being said, both Star Trek and Star wars have massive broad based appeal; thus to say that sci-fi is not mainstream or is always hardcore is not accurate. When presented in a familiar and engaging way, it is just as compelling as any other genre.
Space games also tend to be dark and empty. This does not appeal to most people. They want to see bright and compelling visuals. All you have to do is watch any PBS special about space and you can see what people WANT space to look like. I believe that game developers should be more concerned with what people want to see than with what things actually look like. Games are a method of escape from the real world and as such we should be making compelling worlds that allow people to escape as opposed to being concerned with what things really look like.
It is this point of view that drives the development of Jumpgate Evolution. We want to make sure the game has simple enough rules that anyone can play it within a few minutes; yet after hours of play, the complexities still have to be revealed. We also want to make sure the system requirements are low enough that most people can use their current PCs to play. I believe that most games that achieve mass appear follow these two rules.
It sounds so easy to do, but as we know from Einstein's work it can take quite a long time to discover or create something so simple.
Article by: Hermann Peterscheck, Producer
Ummm.... Who wrote this? and wheres the link to the original article..as in the link to the dev blog?
An excellently well written article. I too would like to know who the author is.
On the whole I agree with the author.
I have no idea what original article or dev log you're talking about. This article is exclusive to us so this article IS the original.
I looked at the Jumpgate Evolution website and it only has a sign-up facility to test the beta.
So MMORPG.com is the website for MMORPGs it seems!
This article is really good. The first time that I read a good explanation about often abused statements, like ´Easy to learn but hard to master, like Chess or Go.´. There are several theories and quotes about simplicity which could enrich computer-game-concepts. I like this too: "Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away." Antoine de Saint-Exupery. But it is one thing to find hints how concepts can be improved and another, how this knowledge can be used to design something new.
I like Hermann Peterschecks articles, but I missed his ideas about how to make JGE as simple as possible. Yet I am sure that he will design something great.
My one reservation:
Eve Online is a complicated game that occasionally produces unintended consequences the developers did not forsee. However, this is an aspect that makes the game interesting.
For example, a year ago, players suddenly realised they could make some battleships go increadibly fast using previously underused fittings. It turned their ships into solopwn-mobiles.
The game had to be re-balanced. However, the complexity of Eve Online means it is possible to think of an entirely new stategy nobody has thought of before.
I think this is a good thing (and it keeps the devs gainfully employed!)
yup
Thank you everyone for the kind words. To be honest I think any developer that thinks they have all the answers is waiting to get burned - and we love to get burned don't we. We make our share of mistakes that have a smack-in-the-head-how-did-we-ever-think-that-was-a-good-idea effect
. I hope I wasn't coming off as too authoritive or "look at me I have all the answers." I certainly don't... these are just theories and ideas and I hope they are valid to some degree. When I started working in games I honestly had no idea how hard it was. When you are in the thick of it (as we are on Evolution now) it is really hard to keep perspective. Deadlines can be brutal; decisions critical. We have all these "great ideas" and never really know which one will work.
A lot of the time developers spend ungodly hours working on things that don't make the game work any better - horrible things like little graphic glitches or control schemes that don't work, bugs with UI randomly crashing, frame rate issues, loading problems you name it. I would say about 50% of dev time is spent on things like that which makes feature implementation that much harder. Of course this is nothing new, and at this point I'm probably just venting. Having worked on a few games now I just think that in many cases developers try to do too much and end up losing focus. It takes incredible discipline and focus to not do this. One of the most difficult and painful things is to cut some feature that I reeeeealy wanted and was sure would rock, only to find out it actually sucks. I wish I would have found the Saint-Exupery quote instead of the Einstein quote since it nails it home so well. Reductionism is a lesson learned again and again.
I truly hope that we are able to produce a game worth people's time and money. Games, after all, are meant to be played by other people and MMOs even more so. I can tell you that the team is very focused and dedicated to the project and people giving us criticism and kudos helps a TON.
Thanks again!
Hermann
is that a pos on screen?
It certainly makes sense to me. The key, using the same analogy, is to not turn Chess into Checkers, or worse, Tic Tac Toe (WoW). I'm an SWG vet from pre-CU, and one thing I valued in that game was the complexity. I get bored with games if I can figure out everything within the first month. I like having ton be consistently trying new things, and learning new systems, and I hope jumpgate evo with attain that goal.
Sorry, you didn’t state that. I figured it was another cut and paste from their blogs.. This is why i asked. I didn’t know who wrote it, or where it came from, exclusive or not.
Finnaly, somebody who has some sense. You may not have all the ideas, but atleast you have many more good ones then most other devs. I have been reading all the articles on this game and, I love all of your ideas. I got the trial of Eve, spent the whole day figuring it out, and then learned that its just like every other MMO, you click on the enemy and your character does all the aiming. That takes half the skill from the game. I love that you can actually fly the ships, and I love that it wont take a whole day to start playing the game, and that it will be almost impossible to learn every concept and strategy though. Great ideas man. I say you dont need all the knowledge in the world to create a great game, you just need to have the right ones.
I would just like to know how the controls will be handled. I would prefer to use a mouse. How will the controls be compared to Infinity-Online's mouse based controls?
Thank you.