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Sinister Design - Against the Cult of Simplicity

Discussion in 'Game/SP News & Comments' started by RPGWatch, Sep 14, 2014.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Craig Stern of Sinister Designs has a new post about the Cult of Simplicity.

    While at Indiecade in 2013, I had the pleasure of listening to Brenda Romero give an inspirational talk (one which she has evidently delivered elsewhere since) themed after the movie Hiro Dreams of Sushi. It was a talk about seeking perfection in game design. She described a triangle with one corner labeled on time, another labeled on budget, and a third labeled great. She exhorted the audience to disregard the "on time" and "on budget" sides of the game development triangle, and instead aim for a game that is truly great at all costs.

    Brenda is a funny and dynamic speaker, and it made for a very entertaining talk. I would have enjoyed it without reservation but for one moment where she exhorted the audience to design games centered around a single core mechanic. Romero indicated that that was the only way to design something truly perfect. I considered asking her to defend that position in the Q&A that followed, but I hesitated. "I already have a bit of a reputation as a gadfly in the indie community," I thought to myself. "And I like Brenda. Is this really a battle worth fighting?" I chose to let it go-but the memory of that moment continued to nag at me.

    Later on in the weekend, I dropped by a tent where Jeremy Gibson was giving a talk on game design. I don't recall the name of the talk, but it struck me as an intro-level lecture for folks who had not been making games for very long. He, too, apparently felt obliged to spend some time telling the audience to make games with only a single core mechanic. He did not give a reason; he did not limit his statement to new designers who are just finding their feet. He simply said that game designers should do it. Full stop.

    Now, here's the thing: I genuinely enjoy games that employ only a single core mechanic. But I also enjoy highly complex games that leverage many different systems, and I admit that I am deeply uncomfortable with the thought that leaders in the indie community are running around telling everybody that one of these is somehow better than the other.

    Before we get into the repercussions of telling people that a game with a single core mechanic is preferable, I want to take a step back and examine the merits of the contention itself: is it, in fact, actually better to have a single core mechanic?​
     
    Last edited by a moderator: Sep 19, 2015
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