Re:Building games that can be understood at a glance
by LoSboccacc on Monday April 30, 2018 @03:02PM
(#16961273)
what's easy? what's simple?
getting over it is extremely minimalistic, immediately accessible and exceedingly difficult
stellaris has a lot of layers, with the ux segmenting the game minigames for the user, but the core game loop is quite straightforward and the complexity mostly cosmetic.
triple town has both a simple interface and simple game rules, but complexity grows exponentially with the combination level, 2048 is more of the same.
there's no direct relation between interface complexity and game complexity; there's no even direct relation between rules complexity and game complexity.
getting over it is extremely minimalistic, immediately accessible and exceedingly difficult
stellaris has a lot of layers, with the ux segmenting the game minigames for the user, but the core game loop is quite straightforward and the complexity mostly cosmetic.
triple town has both a simple interface and simple game rules, but complexity grows exponentially with the combination level, 2048 is more of the same.
there's no direct relation between interface complexity and game complexity; there's no even direct relation between rules complexity and game complexity.