Do you do it on the table or online? For the gaming industry, the world is split quite definitively into physical games vs videogames. This disconnect seems unnecessary, and maybe even detrimental to the design of games. The world of gaming has room for all styles and structures but, as the indie game makers have begun to shift from being a mere blip on the radar to a major industry contender, an unfortunate number of them have chosen to mimic the failings of the AAA studios. They need to be aware that they don't have to be a peacock. The idea of “less is more” should be heeded for these smaller companies. Let the work and the playtesting speak for itself. Focusing on making everything as bright and as shiny as possible can easily leads to the gameplay becoming an afterthought. When was the last time you wanted Solitaire to have more rules or flash?
As the indie game makes its way into the spotlight, they soon realize that the spotlight is bright and often you can lose your way. Groups need to keep to a tighter scope during development. This balancing act requires you to either be stubborn in your broad models or reduce them down to the bare essentials. Some games, like World of Warcraft, are so multifarious and constantly shifting that can be hard to get into. Between the lore, the skill trees, the battle components, the pets, the plethora of races and classes, and the seemingly lack of Point B once you leave the starting zone, its a wonder any player has the stamina to make it past level 40. Games don't need to be overcomplicated to be successful. Creations like League of Legends, discovered this harmony by allowing the outcome of the matches to be decided by who is chosen and how well that character can be played. Choices are even more limited based on how quickly a character is picked and how reliable your lane partners are. The lore is simplistic and to the point, the character back story is focused on abilities rather than quirks, and the setting is held firmly within a varied but identical style. It isn’t possible to singularly rely on the characters’ tech and powers when the victories come from collaboration with other teammates against bots or players.
Dominion, like Settlers of Catan, relies on putting the pressure on the player throughout the game by forcing players to reform their strategy ad hoc with decks that only one player has access to. Beyond simplicity, indie developers should looks at how this level of specialized play and the concept of limited randomness is used in campaigns in Dungeons and Dragons. In D&D, you are only as good as the parts or fellow players, which vary from game to game. In the physical world, the mechanics of foundation over flash are identical, but the details within vary enough to allow for no game to be played the same way each time. There is an emotional investment that comes from an unpredictable nature of the “luck of draw” in a card game like Fluxx, a life-or-death surge of adrenaline in a roll of the die, or ending up one turn behind whomever grabs the wood pile in Agricola. The joke that friendships can be ended over a simple game of Monopoly, where victory is only given at the demise and bankruptcy of the other participants, has roots in the emotional truth of the player response. These games prey less on the systematic nature of most videogames, which can be learned and memorized, by realizing that the player has to choose, think through their moves, and respond to unforeseen decisions made by other players.
The concept of the “roguelike” videogame style is almost exclusively found in indie titles. Wasteland Kings, features randomized levels while fighting against enemies with mutants, randomly growing limbs as you go. Defender Chronicles: Legend of the Desert King, a defend the castle style RPG, focusing on rewarding the players with opportunities to level up the General and gradually revealing a story that remains superfluous and not required for ample gameplay. Strange Adventures In Infinite Space, sets itself up randomly, forcing the player to react to new surroundings and attacks, much like a new campaign map in D&D or a shuffled deck in Magic The Gathering.
The up and coming game, Towerfall, speaks to this concept by concentrating on using the character to defeat your friends, gladiator style, instead of the density of the world within. Keeping the action fast and precarious engenders the gameplay with a sense of urgency, similar to Tetris. It’s not big or flashy, but stands out as unique and clever. Unlike Tetris, however, it has a social aspect, playing together, and against friends. Many AAA studio titles are backtracking by adding multi-player options and online play but in doing so, their carefully crafted world can fall victim to too many variables and not enough play.
Undoubtedly, the hardest thing to do in development is to provide a deep enough game that allows the player to rely on their own creativity and discover novel solutions to the problems they encounter. This diverse set of responses, when given the same tools to create, can be found in MtG. As a former Planeswalker, I have seen some of the most convoluted and complex win conditions, ones that I would never have realized or constructed, even if given the same cards to work with. The succinct beauty that comes from indie titles like Minecraft plays to the strengths of the creative player. This game understands the power of setting without story, with visually striking and unique worlds that are vibrant and simplistic. There are servers full of worlds that are as unique as snowflakes and run by players who respond differently to the challenges they face. This approach isn't widespread or equal, and in some cases, can be quickly lost as the emphasis may give in to feature-creep.
A multitude of big name games have made little effort to chief this skill of compact over detail, opting instead for a bombastic roller-coaster. This is inevitable when working in an industry that aims to cater to a generation obsessed with the Bigger, Better Deal. However, if the indie game wants staying power, they should look to the lessons of the table top game; build a stable and appealing foundation, and leave the bells and whistles to the AAA studios.
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