Games, Depth, Complexity and Walls of Text

Dear courageous reader, welcome to a boring wall of text that, if also related to ED, is not specific to it. It's not even about games themselves, but about the way games are evaluated by the gaming community. Sounds boring? Well, it probably is, so only read on if you're really bored, or, like me, you have this stupid feeling that even though you're far from perfectly objective, you still arrogantly believe that you're able to see things with a better perspective than most. Many. Well, better than some people at least. Ah sod it, let's get on with it, if you're still reading, you're a weirdo and you'll probably fit right into this pseudo-intellectual debate. Alternatively, you're just thinking I'm going to post a lot of drivel you can abuse me for, and you're probably right. But I suspect you're better than that since you're reading another section of the forums than Dangerous Discussions.

We're now past the disclaimer and we can get on to the thread's actual topic. It's something that appears a lot in various threads, and an argument I find myself attempting to make many times over. But each thread being its own ecosystem, it's difficult to make the case without being sidetracked by the specifics of the local debate, and the argument quickly gets lost or often wrongly reused for what it's not. But it is so recurrent that I believe it to deserve its own thread. "So what the &"£$ is it already?" I hear you ask. Well there it is:

The perception that depth and complexity are fundamental metrics with regards to the entertainment value of a game.

This is a common perception as illustrated in ED by the vigorous apparently life-depending debates over whether ED is a deep or shallow game, whether it is a rather simple game or a very complex simulation. While in itself this could be an interesting debate (in theory at least, as personally, bias disclosure ahead, I'm firmly in the shallow/simple camp and am yet to read anything pushing me towards the opposite perception), it often props up not as a debate, but as an exposed fact in the higher level debate which often starts as or degenerates into: "Is ED a good game?".

And I, ladies, gentlemen, and other gender identities, believe that this is a complete non-issue in that context. A game can be simple, it can be complex, it can be deep, it can be rather shallow, yet be good or bad irrespective of these properties. When the question is whether ED (on any other game if you participate in too many game forum debates) is good or bad, calling it deep/simple/shallow/complex doesn't answer the question. It is a statement about a game property, which you might have to elaborate on to be taken seriously, which in itself doesn't say much about the quality or entertainment value of said game.

Here are some examples of simple/shallow games which are very highly rated by lots of people:
  • Tetris: the only game I can think of that I'd call perfect. There is nothing I'd change to the design. It is incredibly simple, asking you to drop falling blocks of only seven different shapes in a box and make lines with them. As you make more lines, they fall down more rapidly until they fill the box to the top, in which case you have lost. The mechanics are incredibly simple, and there's only so much depth one can find in, say, placement strategies. Yet it is an incredibly engrossing game that seems to have barely aged, and whose successors have had an incredibly hard time improving on. Many deeper, more complex approaches to Tetris have been attempted (Welltris, Blockout, various 5 or 6 square block variants, colour coded restrictions...), but very few have had the same longevity. Because the joy of Tetris isn't in complexity. In fact, its simplicity is a large part of its appeal. It is immediately obvious what you're supposed to do, and how to do it better grows on you very quickly until you simply play it by instinct and it becomes about seeing how far you can push your hand-eye coordination and reaction time.
  • Euro Truck Simulator 2: drive a pretend truck across Europe, increasing progress bars as you complete deliveries. Pimp your truck, make screenshots and look at them. No, there isn't much more to it. So is it complex? No. there are very few controls required, you get to drive almost instantly, and in-game navigation is omnipresent. As for the management part is, errr, well, it has the merit to be there I guess, for people that like to watch progress bars. Is it deep? Err, no. The driving is trivial (my kids can drive that truck and I'm not suicidal enough to let them drive my car irl), and in a neat parallel with ED, the only mechanically challenging part of the cruise is the "docking" of the trailer (and like ED, there's an "autopilot" if you can't be bothered). So you won't find yourself devling too deep in the intricacies of manoeuvering. Same for the management, where there's barely anything to do apart from buying more stuff to earn more automatically. Yet... The atmosphere is spot-on. The game provides an amazing evasion experience, throwing you on large motorways and small mountain roads all across the continent, watching the tarmac under your wheels and the landscape around, while listening to (integrated) internet radios of the country you're driving through. It's just great. You'd think it has no right to be that entertaining, but it just is. Oh, not for everybody of course, but the sheer amount of people that saw it as a joke before getting totally engrossed by the experience is something to behold. Would more hardcore driving or economic management improve the experience? For some people (possibly me, but I'm not even sure), probably. For most of the player base? I don't think so. The game is at the perfect spot of simple, completely accessible mechanics that drive an experience. A large part of this experience would be lost if additional complexity constantly distracted one from appreciating the rolling landscape.
  • Farmville: errr... right... I won't even go there or I'll lose the little faith I have left in humanity...

Now, for the sake of the debate, let's look at the flip side of the coin, as there are some deep, complex games, that derive direct benefits from these attributes and would be lesser games without them:
  • Dwarf Fortress: well, that's the epitome of it isn't it? Take DF and make it simple enough that you no longer need a tutorial or a manual. Depending on what bits you took away, you've just made Simcity: Dwarf Edition or Command and Conquer with mithril instead of tiberium. It's not DF anymore. DF is what it is because of the silly amount of detailed mechanics whose interconnections create a mind-boggling amount of possibilities. The depth of the game couldn't be there without the complexity. Take Rimworld as a case in point: it is, in many ways, a DF-lite. It is an absolutely exceptional game (and I tend to prefer it to DF), but it is, in many ways, much simpler. And as a result, not as deep. Although here, we're dealing with the extreme part of the spectrum, of course.
  • DCS: "realistic" (quoted before it's pointed out it's not perfect) military flight sim. The whole point of DCS is to provide as much of the experience of flying the airplanes/helicopters as possible. The whole experience, not just the moving of the stick and throttle. The complexity here is not a byproduct, it's pretty much a requirement. The game's experience is lessened by simplifications, as illustrated by the vast amount of full advanced models compared to the simpler Flaming Cliffs ones. The simpler models do have their fans of course, but they're not the core audience, this is not the experience the game is aiming for anymore. As for depth, the sandbox allows for a vast amount of experimentation with fancy military hardware on multiple sides of a conflict, in wide what-if scenarios.

That said... Is DCS a better game than ETS2? Is Dwarf Fortress more entertaining than Tetris? Is it the other way around? Well, that's the thing. While depth and complexity can be argued in semi-objective fashion, it's far more nebulous to make a sweeping statement about a game quality. And if one was to make it, depth/complexity should probably not be the only metrics driving that evaluation. They might be useful to it, within a design context. But this is not what's happening here most of the time. The debate too often falls down into "ED is shallow therefore it's bad" and its flipside of "no, it's actually great because it's incredibly complex". This. Has. Very. Limited. Relevance. In. Isolation. And it drives me a bit nuts, hence the wall of text. Am I silly? Yes, I am, but still, I've got some time to waste, so how about I finish with a note on ED itself? "Yawn." Ah, I can hear the enthusiasm already, so here it is: ED, imho, can be demonstrated to be rather simple (limited amount of actual interactions, is being played by many people who don't even know the game actually comes with a manual, things like mining, exploring, data scanning have very little to them), and isn't very deep as although it offers a breadth of activities, their interactions are mostly limited to a positive/negative effect on a faction's influence. You may or may not agree with that assessment, and of course, if you disagree, then, well, you are wrong. Duh. But here's the kicker: as much as I'd like to see some (ok, a lot of) changes, I do believe that, in its current state, it is a very entertaining game in a very similar fashion to ETS2. It excels at providing me with some evasion, to the point where, I'll say it, I actually enjoy mining in ED. Is ED simple? Yes, I believe it is. Is it shallow? Well, that's a bit of a negative way to express it, but yeah, I don't believe there isn't much depth to be found (with the notable exception of the PowerPlay/BGS intersection that a tiny amount of players get to appreciate). But I don't believe these attributes make it a bad game, or are mortal insults to FD.

And I believe, a bit arrogantly, that this is not an unreasonable position to take, and that the debates around this game (and others, I'm not looking only at you SC, but...) would probably be more informative if this perception of depth and complexity as inherent quality metrics was to be ditched.

And here, dear reader, is where we part. For the time being at least. Maybe I'll be back if someone reads this and finds it worth discussing, who knows? At any rate, thanks for reading, and apologies for the ranting you had to suffer. From my end, it was liberating, in a weird kind of way.

edit: and of course I forgot the bit where I wanted to argue that though complexity is easy enough to define as a metric, depth is a bit more of a nebulous concept as it is, imho, the product of interesting interactions of different systems the player gets to interact with. But ah, forget it, maybe later if one wants to debate over a better definition.

TL;DR: Too bad, I can't be bothered summarising. Read it up or downvote and see if I care. Oh, one can't downvote here, I WIN! :cool:
 
Last edited:

Nice essay. Yes I'm a bit eccentric too...

How many discussions and debates have I seen lately about the complexity/depth/simplicity/shallowness?
Too many, that's how many.

The key point you made is that E: D is fun and entertaining. It can be challenging, if that's your thing, or it can be relaxing too, and a range of values in between.

Bottom line from my perspective is that E: D is the only game I own and the only game I play. I play at it a lot. And I can honestly state that i really enjoy the experience it provides.

So on those therms I don't really care in the slightest whether it is deep/shallow/simple or complex. Its just great fun. (For the vast, vast majority of the time. Except in rare events due to the deliberate scummy actions of minority individuals, but I don't dwell on those and they don't leave a lasting effect, or "salt", or rage or hate, etc. I just think to myself that I'm glad I'm not a scumbag myself and accept the moral victory with a smile.)

Yours Aye

Mark H
 
Last edited:
I think it would be unfair to expect real depth across Elite as it's simulating the universe and to expect depth in that is a little, erm, ambitious. It offers a smorgasbord of tasks and things to do, some of which should be expanded on because they're a bit underdeveloped.

Nice post!
 
I grew with text adventures (Literally a wall of text' and those fighting fantasy books. GO North Get Lamp etc / I later wrote some myself

There are still a group of hardcore text adventurers out there .
 
Nice read, and very interesting subject, i've wondered about it myself many time during game play of various games.

The key point must be, why is a game considered good, and why is it considered bad. or even boring?

Depth:

What is depth in a game? well if you take DCS or FSX, you start by learning the basics, then you master your plane, then you start to explore the game world.
This can be done by missions or by RP in the open gameworld. When you feel you are confident you can upgrade your type of plane and with it comes a new set of skills you will need to master that plane.

Even if you know how to fly a boeing 777 with all its bells and whistles you still need good planning and skills to get your cargo or passengers to their destination in a safe way.

Immersion is a large part of the SIM world and what you can do in them, as you ARE the pilot and YOU are flying the airplane.

Flight SIMS and military SIMS in general is all about planning, waiting and executing the plan, that is why they are fun and why they all have a lot of depth regarding gameplay.
Taking one ton of stone tablets to X and load two tons of manure and drop it at Y is not deep gameplay. So many small details could be done in a game like ED to instantly make it more deep and more fun regarding certain parts of the game.

More options regarding flight planning, more automatization possibilities during execution of the flight plan, it's not about the automatization, it's about controlling it and you as a player take action if something goes wrong.

Why not give the option to plan a full flight from when you are in open space and until you on the ground? auto jumps between stars, SC route planning, all the way down to the very coordinate you need to land at on a planet, you could even set a point when the DC need to engage.

That would actually be realistic, and those who then say it will be easy mode, I would say no. You still get interdicted, you still need to monitor how it's going, it would make the game more interesting and not more boring.

That is why FSX is still one of the most played flight sims out there, and that is why you got advanced flight planning and autopilot in every single flight sims on the market today.
 
@Lysander
You highlight one of my pet irritations. If I take a mission to deliver x to station y in system z, I should be be able to hit a button and it calculates a route to station y. If I have the system map for a system I should be able to set a route to a station in that system, ie it calculates the jumps and then when I reach the system targets the station.
 
@Lysander
You highlight one of my pet irritations. If I take a mission to deliver x to station y in system z, I should be be able to hit a button and it calculates a route to station y. If I have the system map for a system I should be able to set a route to a station in that system, ie it calculates the jumps and then when I reach the system targets the station.

It's been one of mine for sometime now, I love ED's galaxy, I utterly hate the grinding mechanics attached to how you travel around.
Route planning, and execution will only add depth to the game, however it should not be hit one button and all is calculated for you, it could be divided into phases.

Star jumps>

Arrival>route to station or planet>

enter orbit and descent down to planet or

engage DC and dock to station.

however it will turn the game more into a sim, and i'm really ok with that, however some people would probably not like it and then it's down to where should FDEV use resources to make the game better.
 
I find what is lacking in ED is any depth to the economic simulation. All your actions, be them trucking or combat missions, have zero relevant impact on the simulated world. Yeah, you do move a little influence bar for one pixel for a minor faction you really cannot care about... and that's it. That's where it's really inferior to former space games such as Jumpgate or current EvE. I know people here have an irrational hate towards EvE and dont want to "be like that game", but that's the "not invented here" syndrome. These games (and i'll start with Jumpgate) did a lot of things right, starting with directly involving players in the background simulation. In JG you had to actively do stuff for your faction (combat, trucking) just to ensure availability of ships and weapons. Also faction amount was very limited (only 3 of them IIRC), and all players had to pick a side. If you compare with ED, implementation is very bare bones, mining means nothing (as resources are not used to produce anything), trucking means nothing really apart from flipping some switches in the BGS that wont really affect anyone, only combat / bounty hunting has a deeper implementation. For instance i believe it wouldnt hurt the game if we had the 3 main factions to chose from, and be deeply involved with them for game mechanics (like in Elite Frontier by the way).

If you look at games that left their mark in history, they are all rather deep, with rich mechanics that often allow for emergent gameplay (from Deus Ex to Minecraft). And i'm not using "emergent" lightly like i've seen so many times around here, but its true meaning: it's more than the sum of its parts.
And that's just one part of the core mechanics. I wont go into a wall of text like the OP, but much has to be said about game design, game theory (that's the maths behind everything), and gameplay systems. Some very enlightening reading can be had from interviews of Warren Spector, who co-directed Deus Ex, about immersion and emergent gameplay. It was a crazy amount of work to get it proper, and required a lot of genius (same can be said of Paul Neurath, behind Underworld 2, System Shock 2, Thief...).
 
Flight SIMS and military SIMS in general is all about planning, waiting and executing the plan, that is why they are fun and why they all have a lot of depth regarding gameplay.
That's true, i'll also add that there's the "golf swing" element, if you take DCS: FC3 the flight systems are simplified so you can focus on the combat part, it's still very hardcore for the general population (you still have to learn how a modern fighter jet works, radar modes, RWR, weapon systems, and still have to take off, land properly, fly properly..). But once you have learned how to fly, it's a blast and has a very rich, deep gameplay, and it rewards good skills. That's why it's so successful, and you can take it further with specific model simulations so the skill ceiling is very high.
 
The simple answer is this.

Do you think a corporations products is aligned with the needs of the customer. They are not.

Corporations seek to maximise profits. Customers seeks to minimise costs and maximise satisfaction. or ZOPA https://en.wikipedia.org/wiki/Zone_of_possible_agreement

For a brand new 21st century game Elite seems to carry all this 'baggage'. Compare ELITE Dangerous and Planet Coaster. OK so one is multiplayer and the other isn't.

The grind is a major issue. The decision to fragment the game at the start and allowing a single private individual essentially to monopolise the game in private group. Combat logging. Exploits in cash for credits.

A broken pirate bounty hunter mechanic.
 
Back
Top Bottom