A valuable experience about complexity

Sometimes I think about the few times I found something really worth posting. Something substantial, something that's so real nobody ever should miss. So let's talk about complexities in video game projects. You know, games logics are actually simple. Before there were those massive game dev studios, developers usually had to worry about how to create amazing games with limitations. And they did very well - atleast those who made it to the top. However, in every contineous system development there comes moment where goals get more complex than what's technically necessary to achieve it. Trust me, that's a dangerous place to go! Power-of-n and further uglifications are good ways to start measuring complexity on an RPG were every action has unique consequences. Interestingly, this is also the worst worst-case scenario you can ever get when listing all possible events across three possible event situations. Anyway, there's no way you get the project running if you want a lot of influencing factors. Designers may float from beginning to end in an illusion where they don't get that someone had to cut design complexity so hard that linear gameplay becomes the only decision. You could write the most awesome engine ever - if you can't deliver the actual content, your plan needs to get rid of illusions. You may have the freedom to realize them by yourself in a private project, but commercial projects needs to get done in time - that's what you usually get your money for. The higher your position, the more you need to be aware of this. Think about if your favorite video games series will be cut down to a linear action game. Too complex goals may have played their part.

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