I was recently listening to Science Friday on NPR and heard a fantastic interview with John Maeda, Associate Director of Research at The Media Lab at MIT. During the interview Maeda discussed his book The Laws of Simplicity.
The laws range from the obvious (Law 1: Reduce "The simplest way to achieve simplicity is through thoughtful reduction.") to the nearly contradictory (Law 9: Failure "Some things can never be made simple.") You can - and should - read more about each of the laws on Maeda's blog. It struck me as I was listening that complexity is among the greatest barriers we in the game industry face.
Complexity prevents us from expanding our audience.
Need proof? Just watch a non-gamer struggle with a controller. The 360 controller, which I consider quite usable, has two stick controls, a D-pad, 7 buttons on the top of the controller and 4 triggers hidden from view. Over time, of course, using the controller becomes second nature - a natural extension of the player. But not everyone has the time to commit to learning, nor the desire to learn some new skill in order to play a game.
Touching is good. And intuitive.
A large part of Nintendo's success with the DS and the Wii, I would argue, comes from stripping away the complexities of the controller. What could be simpler than tapping directly on the screen of the DS? Or swinging the Wiimote just like you would a golf club? My three year-old quickly figured out how to pet her Nintendog (named 'Anchovy' in case you were interested) and my father has no problem playing Clubhouse Games - online, even!
That's Law 1 in action, folks. How could you put it to use in your game?
Complexity prevents users from discovering (and enjoying) higher-order functionality.
We've focused a good bit in recent years in adding more and more complex functionality to our suite of products. One of the questions that constantly comes up during design meetings is how to add Feature X such that the interface doesn't become needlessly complex? Or, perhaps more importantly, whether or not anyone will really make use of a feature if it requires too much thought on a user's part?
We are, for example, big proponents of lots of filtering in a server browser. It allows users to get a smaller list, making the browsing process faster (Law 3: Time). It also makes the list far more relevant, making it easier to select a server that meets your criteria. Great!
So many options, so much complexity.
Sort of. In practice, though, we often see filtering implemented as a jumble of drop-downs, multi-state checkboxes and text-entry fields. Worse still? The filter options are all present but defaulted to none. Why not pre-select some? Like "not empty/not full" or "not passworded." Law 5, people. Simplicity and complexity need each other.
Complexity causes frustration, fatigue and failure.
As a game developer you want to evoke emotions in your players. You want them to feel attached to the characters. You want them to feel a rush of adrenaline in the heat of battle. You want them to forge strong friendships with the people they play with online.
You don't want them feeling frustrated because they don't understand how a feature works. Or feel fatigued by having to do the same tasks every time they play. Law 7 states that more emotion is better than less. So long as it is positive I'd say that's true. The last thing you need, though, is more negative emotion.
Immediately after hearing the interview I put in an order for The Laws of Simplicity. Download the podcast and see if it has the same effect on you. Who knows, maybe the game you're working on right now could use a little simplicity!