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Kahelofdoom
05-18-15 09:44 PM
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More options or Specialized options?

 

05-18-15 09:44 PM
Kahelofdoom is Offline
| ID: 1168774 | 135 Words

Kahelofdoom
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So, I've played a lot of games in the years I've been alive and I've always found that I tend to be a person who likes more options in a game, like say crafting systems that allow for tons of weapons/armor/accessories rather than one that let you fine tune things by adding attributes/elements and what not.

My question to everyone is which do you prefer more, a game where you have many options but doesn't allow deep customization or a game that lets you customize every last detail but doesn't give you many options else where.

Good example would be comparing The Elderscrolls Skyrim to Oblivion, Oblivion allowed you to customize everything a little deeper with stats/major and minor skills and Skyrim let have many more options but without that fine tuning of characters.

Discuss!
So, I've played a lot of games in the years I've been alive and I've always found that I tend to be a person who likes more options in a game, like say crafting systems that allow for tons of weapons/armor/accessories rather than one that let you fine tune things by adding attributes/elements and what not.

My question to everyone is which do you prefer more, a game where you have many options but doesn't allow deep customization or a game that lets you customize every last detail but doesn't give you many options else where.

Good example would be comparing The Elderscrolls Skyrim to Oblivion, Oblivion allowed you to customize everything a little deeper with stats/major and minor skills and Skyrim let have many more options but without that fine tuning of characters.

Discuss!
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05-19-15 02:07 AM
Eirinn is Offline
| ID: 1168800 | 312 Words

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This is a tough one. I think for me it really all comes down to what genre it is. I'll list a few examples:

Business Sim: Tons of options, little depth to each.
Why: Things need to move quickly in a business sim in order for it to remain interesting. The perfect example would be Theme Park on the Genesis. So many attractions etc. Each having just enough customization to make it feel like your own while not bogging you down.

Building Sim: Again, tons of options, little depth to each.
Why: Building sims like Sim City are about you managing people and environments, not doing everything for the people.
A good example is Sim City 2000.
A bad example is the PC game City Life.
In SC 2000 you control the zoning and the people decide what to build and where (except for government buildings and such).
In City Life you build everything. micromanaging an entire city is tedious and boring.

Action RPG (or really any RPG): Few options with tons of customization.
Why: There's no need to throw in a bunch of unimportant side options or overcomplicate it. Just give me a few stats and some equipment and let me fine tune my skills and skill tree etc. to fit my play style perfectly.

Action/hack 'n' slash: Tons of options with little customization.
Why: These games are meant to be fast paced, and customization makes them slow. A slow hack 'n' slash or action game is a boring one. Give me a bunch of options at the start of a round, keep them simple so I can choose quickly, then get out of my way so I can get on with the hacking and slashing! lol



So in short, I think more than anything it has to do with the proper speed of progression that a game genre should have.
This is a tough one. I think for me it really all comes down to what genre it is. I'll list a few examples:

Business Sim: Tons of options, little depth to each.
Why: Things need to move quickly in a business sim in order for it to remain interesting. The perfect example would be Theme Park on the Genesis. So many attractions etc. Each having just enough customization to make it feel like your own while not bogging you down.

Building Sim: Again, tons of options, little depth to each.
Why: Building sims like Sim City are about you managing people and environments, not doing everything for the people.
A good example is Sim City 2000.
A bad example is the PC game City Life.
In SC 2000 you control the zoning and the people decide what to build and where (except for government buildings and such).
In City Life you build everything. micromanaging an entire city is tedious and boring.

Action RPG (or really any RPG): Few options with tons of customization.
Why: There's no need to throw in a bunch of unimportant side options or overcomplicate it. Just give me a few stats and some equipment and let me fine tune my skills and skill tree etc. to fit my play style perfectly.

Action/hack 'n' slash: Tons of options with little customization.
Why: These games are meant to be fast paced, and customization makes them slow. A slow hack 'n' slash or action game is a boring one. Give me a bunch of options at the start of a round, keep them simple so I can choose quickly, then get out of my way so I can get on with the hacking and slashing! lol



So in short, I think more than anything it has to do with the proper speed of progression that a game genre should have.
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