Tuesday, March 5, 2013

Exploring Minimalism in Video Games


Minimalist design is an important heuristic for website user interfaces, but there is some debate over how this concept should be applied to games. There are many ways to approach minimalism in games since games are not purely interfaces, but have many aspects of user interaction that can be minimalized or simplified. The heads-up display can be simple or virtually non-existent. The controls or available actions can be minimized. The graphics and sound design of the game can be very simple and to-the-point. Finally, difficulty can be minimized to simplify the overall game experience. Players and critics of video games often disagree over where minimalism is appropriate and where greater complexity is needed instead.

Simplicity was once practically a necessity in many games, since the technology was so limited. But, for a while, as technology has grown, so has the complexity of games. Generally, more complex games were seen as higher quality, though there was always a limit to this, since obviously cluttered games were never considered to be ideal. Now, many indie games are causing gamers to shift their attitudes and appreciate simplicity again, as these games favour minimalist design in a variety of areas. However, journalist Steven Strom writes that minimalism has been killing games ever since Braid, which showed indie developers that they could cheaply create games “with as little actual substance as possible and pass [them] off as ‘artistic’” (Strom, 2011). In this case, overly minimalist design can come across as pretentious or as an excuse to put less time and effort into development. Using minimalism in many areas as a device to evoke a certain feeling in a game is not bad in itself, but Strom and many others take issue with this technique being repeated again and again with different indie games. This raises the question: which aspects of a game should be minimalized to make an appealing and powerful game?


Heads-Up Display

                The heads-up display, or HUD, is one aspect of a game’s design that can be minimalized for a particular effect. Many games aim to eliminate the need for a HUD, or at least cut down elements of the HUD significantly in order to increase player immersion. Similarly, some games such as Dead Space use a diegetic interface as a HUD. In Dead Space, the player character’s health bar is shown on his back in 3D game space rather than on a 2D overlay. Many game developers believe that less of a HUD (or a more diegetic HUD) makes games more immersive and better as a whole, but this is not always the case. A game’s HUD is most effective when giving the player access to all information they may need at a glance, and many games have a great deal of such information. For instance, World of Warcraft (WoW) gives the player the option to customize the HUD to take up as much or as little of the screen space as they would like by filling it with wanted information and icons. Interestingly enough, more experienced players chose to make the HUD more complex and cluttered in favour of displaying more information (Andrews, 2010), rather than going for the minimalist approach. This shows that while minimalism of the heads-up display may work wonders for some games, the opposite is true for other games. Games that require the player to keep track of large amounts of information at once may benefit from more complex HUD systems, especially if these are customizable like in WoW, but games that have less information for players to track may benefit from HUD minimalism.

The diegetic use of HUD in Deadspace. Electronic Arts. (2008). Deadspace [Video Game].

A complex customized HUD in World of Warcraft. Blizzard Entertainment. (2004). World of Warcraft [Video Game].


Controls

                The controls or available actions in a game can also be simplified for the purpose of minimalism, and this can also be done either positively or negatively. The obvious downfall for simple controls would be if the player is left with fewer options on how to interact with the game, which would then limit their overall experience. A hard-core gamer in particular may not feel challenged or interested by the game if the controls and actions are kept too simple. When done right, however, simple controls can be easy to learn and remember, allowing the player to focus on the game rather than the control system. In addition, limited controls can give a very specific feeling to a game. For instance, Limbo has very minimal controls, allowing the player to only control their character’s movement, make him jump, and push or pull objects. This lack of available actions can make the player feel somewhat helpless, which enhances the creepiness of the game. On the other hand, Journey also uses simple controls, where the player can only choose to move, jump, or “talk” (which serves no real purpose besides aesthetic value), and this simplicity makes the game feel more tranquil, allowing the player to focus on the environment above their own actions.


Screenshot from Journey. Thatgamecompany. (2012). Journey [Video Game].

                When designing control schemes, it is important to consider aiming towards simple controls that allow for complex choices (Debreczeni, 2012). This means that the player should be able to learn how to play the game fairly quickly with very little time spent adapting to controls, but while playing, the player should be able to use those simple controls to make a number of intricate and often difficult decisions that will impact gameplay. In this way, a new player could get the hang of the game quickly, but would have to work hard to master it.


Aesthetics
               
Aesthetics such as graphics and sound can be simplified to strongly influence the feel of a game. This can mean very different things for different games. Minecraft has very little music and uses simple graphics by creating a world out of cubes, which allows the player to mould their world block-by-block, and also makes the game feel like even more of a virtual sandbox. The player understands that the graphics appear simple for a purpose, and the entire world is consistently boxy, so this is not a problem. In contrast, Limbo is a 2D game with simple colourless graphics where the character and objects in the game world are made to look like dark silhouettes. This all makes the game feel eerie, like the player is only seeing shadows rather than the full picture. The music of Limbo is also minimalist, as the “lack of dramatic, mood driving music makes the game more intense than other titles that employ a full orchestra” (Achievos, 2010). Silence makes the game creepier, similar to the effect of the minimalist graphics.

 
Screenshot from Minecraft showing the simple block style of graphics. Mojang. (2011). Minecraft [Video Game].

Screenshot from Limbo showing the eerie colourless visual style. Playdead. (2010). Limbo [Video Game].

On the plus side, minimalist graphics and sound can still be artistic and beautiful in a simplistic way, and can give the game a very defined feeling. Simple aesthetics also typically distract the player less from the actual gameplay, as long as there are enough audio-visual cues to guide the player. The problem with this approach is that there is less of a ‘wow’ factor for players who want to see more complex graphics. In addition, simple graphics and sound make it much more difficult to make a game world feel like a living, breathing world that players could lose themselves in. However, all that this means is that the game developers cannot simply give a game simple graphics and sound without much thought, but they must carefully plan how to make the game world just as rich with simple aesthetics as it could have been with more complexity.


Difficulty

                One aspect of minimalism that is often forgotten about, but which causes a great deal of grief in games, is difficulty level. Simply making games less difficult makes them accessible to a wider audience, but can also bore or frustrate hard-core gamers looking for a challenge. Many developers are choose to ignore this problem, and continue to churn out easy games in hopes of making more sales. The game that most notably rejects the ‘easy’ route is Demon Souls, which is notorious for its extreme and punishing difficulty level. Demon Souls proved that there is an audience for incredibly difficult games, and yet easier games have an even larger demand. So how can this problem be resolved?

                According to Hidetaka Miyazaki, director of Demon Souls and Dark Souls, “gamers do not particularly prefer easy games. What they want is interesting and worthwhile games to play, so… it is natural that hindrance or stress that does not attribute to such interesting and worthwhile elements will be removed in the end” (Gamespot, 2012). So, developers should spend more time making the game into a meaningful experience, and worry about difficulty level afterwards. Even so, unreasonable difficulty (or lack thereof) can hold players back from fully appreciating that experience. One solution could be to implement a dynamic difficulty setting, where the game would adjust certain aspects of gameplay to be more or less difficult dynamically so that the player does not know it is doing so (Gamespot, 2012). For instance, if a player breezes through puzzles in the game but struggles with shooting mechanics, the game may adjust puzzle difficulty to be harder and shooting to be easier over time. This concept of dynamic difficulty adjustment is the opposite of minimalist to the developer, since this would likely be very complex, but if done correctly, the player would not even notice its existence. This would eliminate the need for the player to manually choose a difficulty setting, which would make the difficulty level system appear to be simplified, when it is actually more complicated.

 
Gamespot. (Producer). (2012). Are modern games being dumbed down?. [Web Video]. Retrieved March 4, 2013, from http://www.gamespot.com/super-meat-boy/videos/are-modern-games-being-dumbed-down-6398401/ 


Conclusion

Minimalist design can be used in many different ways in video games. Minimalism is not a problem or solution for all games, but can be used positively or negatively to enhance or destroy a game experience. The key is to understand where minimalism will be effective and where it will take away from the game experience.



References

Achievos. (2010, July 24). Limbo is Full of Minimalist Fun. Achievos. Retrieved March 4, 2013, from http://achievos.blogspot.ca/2010/07/limbo-is-full-of-minimalist-fun.html

Andrews, M. (2010, February 23). Game UI discoveries: What players want. Gamasutra. Retrieved March 4, 2013, from http://www.gamasutra.com/view/feature/132674/game_ui_discoveries_what_players_.php

Blizzard Entertainment. (2004). World of Warcraft [Video Game]. 

Debreczeni, A. (2012, September 28). Complex game experience, simple controls. ios Game Designer. Retrieved March 4, 2013, from www.iosgamedesigner.com/?p=65

Electronic Arts. (2008). Deadspace [Video Game]. 

Gamespot. (Producer). (2012). Are modern games being dumbed down?. [Web Video]. Retrieved March 4, 2013, from http://www.gamespot.com/super-meat-boy/videos/are-modern-games-being-dumbed-down-6398401/

Mojang. (2011). Minecraft [Video Game].

Playdead. (2010). Limbo [Video Game].
 
Strom, S. (2011, April 7). Why minimalism is killing video games. Examiner.com. Retrieved March 4, 2013, from http://www.examiner.com/article/why-minimalism-is-killing-video-games

Thatgamecompany. (2012). Journey [Video Game].




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