Fanghawk said:
Recusant said:
The issue isn't complexitity, it's design. UFO Defense and Enemy Unknown are comparable on a mechanical level, but Enemy Unknown takes a 150+ page manual and condenses it into a 15-20 minute tutorial. Practically everything from that manual can be taught to players in the moment. Any elements that aren't a concern until later missions (like psychic soldiers) aren't addressed until you actually need to pay attention to them. That's incredibly efficient design, which has nothing to do with how complex the mechanics are.
But it doesn't. Enemy Unknown's manual, isn't 150+ pages long; it isn't even 50 pages long. It's five. Five pages. And one and a half of those are legalese. Open up your Steam interface and check if you don't believe me. Of course that's not really a fair comparison; that manual isn't supposed to be a manual. How long would it be if it was? Probably about thirty pages; Enemy Unknown is a much simpler game. You don't have to worry about whether a given soldier's armor will stop enough of an incoming plasma bolt to allow him to survive with only a few fatal wounds anymore, so he only collapses and can be carried onto the Skyranger for evacuation; armor doesn't stop damage, fatal wounds don't exist, and people can't be carried at all anymore (so no more base raids for needed alien personnel, either). As a caveat, you can't send in low psi-strength soldiers in equipped with flying armor and explosive-round laden autocannons, confident that even if they do get mind controlled, those rounds can't pierce flying armor- but then, psi-strength doesn't exist anymore, either. A tutorial that covered only the bare-minimum-of-what-you-need-to-play-the-game of UFO Defense would've taken hours, and turned a lot of people off; even broken into chunks, few would've stuck with it. By comparison, having a manual means you can read at your own pace, skip around from section to section if you're just looking for a specific piece of information, and if it's digital, you even have a search function. Manuals are a far more efficient way to convey information in a game of UFO Defense's complexity- so no, it's really not about efficiency. Not directly, anyway.
Fanghawk said:
You mentioned space shuttle simulators. If someone designed a shuttle interface that captured their complexity, but routes everything through a simple and intuitive control scheme, what objective reason is there for using the old model? We might prefer the older version aesthetically, but if it accomplishes the same thing in practical terms, why should we proclaim them as superior? Now we can do the same thing with fewer buttons, and that's progress! Today, there are Navy warships with targeting systems that are operated using knockoff Xbox controllers. Should we make them go back to older targeting systems if it's just as effective? And if we don't demand that of trained officers, why should we demand the same of entertaining video games?
Because you CAN'T route everything through a simple, intuitive control scheme. A shuttle simulator routed through a control mechanism with (let's say) eleven buttons would require each of them to either A: fulfill dozens of functions through some combination of number of presses, speed of presses, length of presses, etc. or B: merely be the navigation tools that moved you between menus. The latter is the approach that the Virgin game took; you had ten times that many keys, and
still most of them just moved you between different control stations. You can only make that efficient if you cut out the vast majority of the complexity.
Aiming a gun, even on a moving boat on a moving ocean, is significantly simpler than steering a metal school bus in three dimensions at mach 20 in microgravity- and that's just
steering. The aiming mechanisms on modern ship guns are, I'm sure, much more sophisticated than they were a century ago (we had Pollen to show us the way on that, and look at how well it ended for him!), but the end result there is the goal. It's not with video games. The goal of an aimed and fired shot from a ship's gun is a target hit. The goal of a game of X-Com, or XCom, is not an alien invasion driven off, it's a fun and satisfying experience had by the person playing it. If that's your comparison, I'd ask why you don't take it farther and just make a movie? That doesn't require any controller input at all for the person watching it. You can't get more streamlined than that.
Fanghawk said:
That's what's out of date about UFO Defense. The gameplay itself is still rich and complex, but the interface design had room for improvement. Firaxis did that for Enemy Unknown, and it proved hugely successful. That's not to say Enemy Unknown couldn't be more like UFO Defense - managing multiple bases would've been wonderful. But it still got a lot right while carrying over the core experience of the original. That's a good thing.
UFO Defense wasn't just Enemy Unknown with multiple bases; it was a game with more, and more complex, underlying systems. I don't think we disagree on that. But, though learning them may have been inconvenient, they contributed to a much larger variety of tactical options, which in turn lead to a much larger variety of strategic options.
I don't dispute that the interface of Enemy Unknown could've been clearer; that a remake couldn't've improved it. But that's not what Firaxis did. They didn't give us mouseover tooltips, or an ingame Civilopedia equivalent, or a system that told us how far we'd be able to move and still have the action points to fire a snap, aimed, or burst shot. They didn't improve the UI; they changed the game: cutting options out until what was left fit into a much smaller and prettier box. You say they carried over the core experience, and I think you're more right than you know, but that only proves my point. They may have saved the heart, but a heart without the rest of the circulatory system won't do you much good.
In one game, I had lost my primary base due to bad planning (more specifically, blaster bombs wiping out the only passageway between the attackers and my remaining soldiers), and faced a second attack at my backup before I was able to regroup and rebuild. I'd had the foresight to ship off vulnerable personnel and equipment to this second base, but I had nowhere to send it all now- and in the panic of raising a defense force, I forgot to sell it off. This was a problem, because you could only bring eighty items into a mission- and while I had plenty of guns, I'd hit the 80-item mark before any clips came up. A heavy plasma cannon is an intimidating weapon, but pointing it at the invaders and yelling "BANG" or "FWOOSH" doesn't actually hurt them. My only offensive capability came from the four stun rods that made it in. Making liberal use of the smoke grenades I had, I'd stun the aliens and take their ammo, and managed to narrowly win the day. It's a moment that stuck with me (demonstrably so; I'm telling a story about it more than two decades later), but I'm not exactly sad that the in the new version, that can't happen. After all, there's no eighty-item limit.
It's just that I don't think a thirty-item limit is an improvement.