I would say fighting games and RPGs. I did like Super Smash Bros. back in the day, and I still like playing Pokemon on my DS. Other than that, those two genres hold no appeal for me.
Complexity does not equal depth, and a game driven solely by mechanics with no meaning is inherently shallow. While narrative can achieve depth in a game it exclusion does not preclude it. Rather, the problem with Fighting Games as a genre is they do not utilise their mechanics to create anything but challenge.-Seraph- said:The depth of a fighting game lies entirely in its mechanics, just like strategy games, and hell even sports games. Not every game or genre for that matter needs to have an expressed depth in its story or characters and all that jazz because that is not the purpose of the game. These are games purely about 1 on 1 challenge, everything else is merely a secondary focus, because really...why are you playing a fighting game for the story? Those are nothing more than glorified tutorials and flavor text to give characters some personality.
-Seraph- said:The only real fighting game that actually glorifies violence is Mortal Kombat. Most other fighters put more focus on the spectacle of fighting and the competitive aspect of having two people outplay each other in what is essentially virtual boxing/wrestling ect..
No, I'm not. I'm calling them shallow because their entire purpose is to create a challenge based on the glorification of violence. Its game mechanics are purely designed to achieve this goal. Challenge in and of itself does not equal meaning and without meaning we do not have depth.-Seraph- said:You are still wrong in calling them shallow because you focus too much on the "violence" of the game, and not the mechanics at play. Really, calling Street Fighter or Smash bros "violent" is true on a superficial level, but people don't actually PLAY them for the violent aspect of them. These are games after all, where mechanics are generally the most important aspect of the game while everything else is generally a secondary purpose.
Complexity does not equal depth, but it most certainly can create depth. The idea in video game development though, is to create as much depth as you can with as little complexity as possible. Street Fighter is so huge because it does follow this idea more closely than other fighting game series. Compare Street Fighter to a new-school fighting game series like Guilty Gear, and you'll find that Street Fighter is actually very simple in its mechanics.Cry Wolf said:Complexity does not equal depth, and a game driven solely by mechanics with no meaning is inherently shallow. While narrative can achieve depth in a game it exclusion does not preclude it. Rather, the problem with Fighting Games as a genre is they do not utilise their mechanics to create anything but challenge.-Seraph- said:The depth of a fighting game lies entirely in its mechanics, just like strategy games, and hell even sports games. Not every game or genre for that matter needs to have an expressed depth in its story or characters and all that jazz because that is not the purpose of the game. These are games purely about 1 on 1 challenge, everything else is merely a secondary focus, because really...why are you playing a fighting game for the story? Those are nothing more than glorified tutorials and flavor text to give characters some personality.
If you're basing a game on one-on-one combat, of course we're going to have some violence.Cry Wolf said:No, I'm not. I'm calling them shallow because their entire purpose is to create a challenge based on the glorification of violence. Its game mechanics are purely designed to achieve this goal. Challenge in and of itself does not equal meaning and without meaning we do not have depth.-Seraph- said:You are still wrong in calling them shallow because you focus too much on the "violence" of the game, and not the mechanics at play. Really, calling Street Fighter or Smash bros "violent" is true on a superficial level, but people don't actually PLAY them for the violent aspect of them. These are games after all, where mechanics are generally the most important aspect of the game while everything else is generally a secondary purpose.
TL;DR - Complexity does not equal depth.