Tuesday, January 19, 2010

Complexity for the sake of complexity.

ABSTRACT
Chris Park is a huge proponent of simplicity in game design in general -- so why has he created such an incredibly complex game as AI War?  This lengthy article examines the market forces that lead to various kinds of complex games, and why a game like AI War or Dwarf Fortress is able to gain more popularity than certain game designers or reviewers might expect.  The short answer is that there is an underserved niche for certain kinds of complex games, which meet certain needs for genre experts.  The long answer is more robust and explores this from a cross-genre, history-of-gaming perspective.

Complexity for the sake of complexity.

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