Skip to main content

Accessibility and Simplicity. Good or Bad?

Is Accessibility good for Grand Strategy?


Over the past few years, the genre has placed a special emphasis on “accessibility”. Of course, it's a good business choice, as they need to make money, making it easier to appeal to a large audience isn’t bad, but it takes a lot out of some games.
In some games such as Atwar, or Call Of War, their simplicity makes the game so much more enjoyable. One of the things I love about Atwar is that it doesn't add so many mechanics, it knows its purpose. Its goal is to provide a simple strategy game. Their are only 5 things you need to know to get in. Capturing Cities = Money, Fighting in Cities reduces population and thus reduces money, Their are 3 diplomatic relations, (Allied, Peace, and War), if you control the capital the area gets painted your color, and how to move units. The reason it is so simple yet so fun, is it puts it on you, the player, to make dialogue, and you, the player, to choose where to capture cities. If this game didn't have a chat, it would be somewhat empty, but their are near endless possibilities. Atwar is an example of good simplicity.
An example of bad simplicity, is Hearts of Iron 4.
This game, although fun, leaves a lot to desire. It's been completely dumbed down, the AI is stupid, and you can literally make 10 clicks and win a war. I did an experiment as Nazi Germany, where I would allow myself 20 clicks, and I had to defeat France and Poland 6 were used on justifying and declaring wars, the other 8 were used to assign 2 front lines, and 2 offensive lines. Although it was slow, by 1941, I had won the war.
The problem isn’t necessarily the interface or the mechanics, but that they can’t compensate for the features they lost with AI competence. Theirhave been times when the AI just left their front lines, and other times when you're on the Maginot line and Germany just throws 60 divisions against you. The AI does not calculate the risk very well. I have done world conquests on Veteran as Guatemala, and that's the problem.
Europa Universalis 4 has “Simplicity in Complexity”. The game mechanics are very complex, but a lot of them aren’t in your full control. So it feels much more abstract.
Crusader Kings 2, is easy to grasp, with the core mechanic being Marriage. And although easy to grasp, their is so much to do.
One major problem, in my opinion, is interface. Victoria 2 has a terrible interface, which makes starting your first game daunting. The menus are poorly organized, and sometimes don’t make sense.
Then you have Civilization. I will be using Civilization 6, because it is the newest version.
With civilization, the notification system makes some things easy, and with an amazing interface, it is very inviting. The top bar shows all of your stats, and the production and focus system are also easy to understand. Troop movement is also easy, as all of the options are right in front of you. So while incorporating many mechanics, Civilization 6 is still very accessible
So in the end, I feel it boils down to AI competence and interface. To add difficulty to the game, the AI needs to be competent, but to make the game easy to grasp, it must have an intuitive and straightforward interface.


So In Conclusion, simplicity can be a good thing, if integrated correct. A game that is simple, but has life, is still a good game, but the problem is in an attempt to make a game simpler, they drain the life from it. in my opinion, the way to integrate it, is by making a good interface, with an "Assistant" like in Civ 6.

Comments

Popular posts from this blog

The Art of In-App Purchases

What drives people to make an in-App purchase, and how do you pull them off? In games ranging from Clash of Clans to Bounzy, the devs integrate in-app purchases in some way or the other. So, what exactly pushes people to make these purchases? One major factor that contributes to this is time. A company has to ensure that the user stays engaged for at least 10 minutes, in which they get far enough into the game (In their eyes) that it drives them to come back. Clash of Clans does this, by making buildings take 10 seconds in the beginning, but slowly building the time, it makes people feel like they are far into the game, at least to far to give up. If you can hold their attention, and make them feel accomplished within the first time they sit down with your game, you will make them come back. Another factor to making people purchase, is abstracting the currency. Make it obtainable in small amounts without paying, but not enough to get anything of substance. By purchasing th

Who was Eva Braun?

Eva Braun: Who is she Eva Braun, probably sounds familiar, but who is she? Well, she's not a hollywood actor, but she is Hitler’s mistress, and, for 40 hours, his wife. Were they truly in love? Was she a sex slave? What was her role in Nazi Politics? All of these questions will be answered in this Article. Biography Eva Braun was born in 1912 to a middle class family in Munich, Germany. She was born to a school teacher named Friedrich Braun and Franziska Kronbergera. She was an average student, and showed no extraordinary talents, and did not care for school. She went to school at a convent,  but left as she lacked the motivation and will to continue. She was like a teenage girl on a nickelodeon sitcom, being interested in clothes and boys. She, at the age of 17, became an assistant for Hitler’s photographer, Heinrich Hoffman. This is how she would meet Hitler. One day in 1929, she met the Middle Aged Hitler for the first time. He was 23 years her senior, her bein