» Sat Jun 09, 2012 4:17 pm
Keep it Simple is a great design mantra to have. There's a saying that you achieve perfection not when you cannot add anymore, but when you cannot take anymore away. This is true.
However, "Simple" is an extremely loose term that can be interpreted wildly. You can develop a game and try to keep things simple but end up accidently over complicating or over simplifying. It's hard to tell if you are getting to a balanced simple without some outside eyes trying your stuff.
There's also an issue of how to make complex things simple as well. For example, the obvious approach would be to "light the way" for the player when you are trying to introduce a complicated game idea. Another appproach might be to cut some stuff out to not muddy the waters. Another approach to keep things simple for the player would be to design everything so that it's intuitive and tactile to use, so complicated things feel easy and as such just make natural sense in our brains. The latter is the best approach IMO, because it also has the side effect of allowing you to greatly challenge the player without making them feel like the game is cheating them, and giving them great personal fun and satsifaction when they succeed.
Dark Souls is a game that does this to a great degree- the game is very punishing, and has many complicated elements to it, but because it is so intuitive to play and tacticile, it doesn't feel frustriating when you lose or when you face challenge - it feels fun. On the consumer electronics world, this is also why Apple is widly successful. Their devices are smartly designed, and they are made to be as intutive as possible. They don't flourish because they are "simple" - but because it just makes sense to use for the average person, and it focuses on one thing and does it really well.