Some very good points Rob, let me address a few of them though.
I’m actually quite surprised at the resistance here to the idea of making game interfaces simplerI don't have a problem with making the interface simpler, in fact, I applaud this, as long as the amount of activities at your command stay the same. If you have 20 possible actions in a game, in an interface with 20 different buttons, and you can turn that into 20 actions in a 10 button interface, without sacrificing speed of play, then you have done a great job, and I applaud it.
If, however, in toning down that interface to 10 buttons you lose 5 of the actions, and turn 5 more into "at certain areas only" actions, you've stripped me of immersiveness.
maybe one of you guys can explain to me how pressing a separate use key has enhanced your game experience, because I’ve never seen it. It's all a part of immersiveness. If that door doesn't open until
I click on that use key to open it, it makes me feel more "there". More actually IN the game world. Same with being able to crouch, or being able to lean around corners, or being able to JUMP over something as small as a book or a chair. So many games forego the ability to jump, and then you are stuck behind a book lying on the floor. Shit like this
immediately crushes any immersiveness in a game, and quite frankly, any game that suffers from that should get docked 50% on its review score.
A similar complaint of mine is games where developers use a rope or chain barrier to stop you from going somewhere. Like you can't just duck under the rope or the chain, or step over it. (or even worse, the invisible wall in an open area, that prevents you from going one step further in a totally open area. Unreal 2 was a total bitch in this regard, absolutely pathetic level design in the very first level.)
It all boils down to immersiveness. If I play your game, you have to make me
forget that I am playing a game. If you can manage to do so, you've done your job well.
So, with a use key, while a door could be forgiven (since we do have automatic doors in our world), I DON'T want that button to be pushed unless
I push it. Call it strange, but I like that kind of stuff in a game. Give me jumping, crouching and leaning, and even though I might never use it in any gunfight in the game, the simple fact that it's there will improve your game tremendously in my mind.
and to make myself a smaller target for machine-gun fire (WOOHOO, now my machine-gun battles take twice as long)Would you truly miss it any more than a run key?Obviously, there would have to be some form of benefit to crouching. The enforced crouching such as seen in Elite Force 2, for example, where you have to crouch to get through crawlspaces, I can do without. However, to give an example, in Deus Ex, I managed to stay hidden, crouched behind a table, while manipulating the remote viewer for a camera in the other corner of the room, which allowed me to move slightly as guards walked to and fro trying to find where I was. This is, in my opinion, still one of the most defining moments of gaming EVER. Because I am sure that nobody had ever tested it that way, and had never foreseen it, and there I was, and I could do it.
Without the crouch button, or the use button, how would that ever have worked?
Taking stuff away simply for the expediency of taking stuff away doesn't do games any good either. Every action you take out of the player's hand reducing the interactivity and the immersiveness into your game world. And where does it end? Take away the run key, every has auto run on anyways. Take away the crouch key, who cares about trying to make himself smaller to enemy fire (I do, btw). Take away the use key, we'll just do auto-use.
What's next? Take away the fire key? If I see a target, the game will auto fire for me? Hell, we've already got auto-aim, might as well go one step further. We could make it even easier, and put the player on a rail, that way we don't have to worry about him trying to jump on that crate (oh I forgot, we already took the jump button out), and then on that wall, and skipping part of our level.
I like
playing games, Rob, I don't like watching demos.
Alright, it's a
bit exxagerated, but I think you can see my point. NOT having a jump function in any game nowadays is absolutely unforgivable. Hell, you always put the damn crates in the game, why can't I jump on top of them? Crouching behind a crate, then jumping on top of it and off it while shooting the bad guy through the head is a hell of a lot MORE FUN than just standing there, holding down fire, waiting for him to fall.
Take away crouch, jump, run (run needs to have an impact on the monster AI, obviously, otherwise it doesn't matter. See Unreal 2), and use, and you're taking away my decisions in your game, you take away MY ability to do something when I want to do it, and limit it to those areas where only YOU want me to do something.
In plenty of games I'll just click / use pretty much every computer I come across. 99% of them don't do anything, but hey, every now and then some funny easter egg comes up, and it's a fun part of the game. It's a part of exploration. Remove that use key, and I can no longer do that, except for those areas where you approve of me doing it.
Game developers spend a GREAT deal of time thinking about interfaces, and the good ones don’t fix what ain’t broke. This is NOT LAZINESS, simplicity when well executed is a beautiful thing.Granted, but where does the beautiful thing turn into a too simplistic, beautiful thing? And honestly, what else should we call it if developers, after ten years of struggling to add interactivity to games, all of a sudden feel that a return to the good old days of Robin To The Rescue and Zaxxon (C64, for all Ye Olde Gamers out there) is the next best thing to powdered soup?
I want MORE stuff to do in my games, not less, dammit!
Creston