I worry that a lot of game developers (or probably more likely the corporate big-wigs behind the game developers) don't really give their audience the credit they deserve. There's certainly something to be said about not needlessly complicating something. But I do think there's a world of difference between what is simply an elegant game, and something that's just well, "dumbed down." One of my favorite games of all time has been Prince of Persia. Specifically the Sands of Time. I thought that was pretty simple to play. It took me a little while to get the hang of running along walls and stuff, but once I got the hang of it I was doing it all the time. And apart from a little bit of combat that played out more like a puzzle game than anything; that was really all there was to it. As the game went on, you learned progressively more complicated stuff, but they kind of eased you into it. The next two games added extra stuff on top of that format, but none of that really made it any "better," necessarily. I played those games mostly for the storytelling and level design than anything else.
I think we give developers too much credit when we act like they know what they're doing. With the videogame industry growind rapidly and publishers trying to attract new audiences, I think a lot of trial and error is done to find out what people will accept and what people won't, what people always found annoying or cumbersome, and what people miss about old games.
I was playing a new Xbox Arcade game called Splosion Man and I realized it is basically a 2D platformer without the penalities that genre used to enforce, and I realized it was fun. It has speedy gameplay that requires some quick reflexed to manage, but at the same time it has checkpoints and a generally easy-going style that makes it more fun than annoying. Going back and playing something like Mega Man just reminds me that limited continues and such is annoying, not challenging... the same could be said for older RPGs in a lot of ways. At the same time you need to feel some risk in order to feel some reward... you mentionws Prince of Persia and I think Ubisoft was taught a lesson with the no death penalty thing...
In short, I think developers are trying to figure out what the gaming public wants much more than they are forcing us all to accept dumbed down games.
The nice thing about the simple control scheme, was that it meant that how you evolved your creature was the most important part of the game - it actually complemented the whole point of Spore. Giving you a fatigue meter and a hunger bar wouldn't have added anything to that portion of the game.
The thing this reminds me of is adventure games... I talk a lot about missing my old PC games from the 90s, and one of the genres I miss most is adventure games. The funny thing is, they were all built around a simple click to move interface, and most of them had no death penalty what-so-ever. That's the kind of stuff I would scream about if they did it to Fallout, but I loved it in Monkey Island... dying, or enemies I had to fight, would not have made Monkey Island a better game, would it? Would no dying and no enemies make Fallout a worse game automatically? If the sole purpose of the game was to explore the wasteland and talk to people to discover the story, would it still be able to attract millions of people to experience it?
The rest, though, was so simplistic as to be almost insulting, I found.
It's such a fine line... and sometimes it makes little sense. As I just said, adventure games are extraordinarily simple, but loved anyway. Yet when I played Prince of Persia (2008), I thought it was too simple to enjoy. What makes the line and how do developers know what side they are on before release?
Anyway, I set out to talk about Fallout 4, and not a bunch of other games.
I don't think Bethesda's the worst example of this trend, by far. But it does worry me to some extent. Honestly, I could do just as well in a Fallout game with no leveling, character stats, ammo, or any of that. If we really strip it down to it's base essentials, what I liked about Fallout 3 was exploring the world and meeting people. But even those portions could have fleshed out more. I'm a gamer - I expect a bit of a "carrot" to lead me through the game. Give me some reason to
want to see every inch of the map. (Frak, even the Reilly's Rangers sidequest where they pay you for finding map markers is a good example of that...)
And make me care about these characters I'm encountering. That doesn't have to be through complicated tiers of dialogue menus and secondary calculations about how they react to me based on an itemized list of everything I've done up that point, or even that every NPC be a post-apocalyptic version of Milo. But don't tease me with interesting tid-bits that don't go anywhere. Don't give me an NPC where interaction basically comes down to "Hi, I'm interesting and mysterious. Would you like to know why I'm so mysterious and inriguing? Well, too bad - they only wrote this little bit of dialogue for me."
If someone hints at a backstory, let me find out what it is. You don't have to make it easy. You don't have to make it something that I'm even going to be likely to uncover through the course of the game. But if I'm going to talk to someone, just make it worth my while. Or at least don't tease me with it.
I feel exactly the same as you.
When it comes down to it, after all this talk of game mechanics, challenge and such, the thing I most thought Oblivion screwed up on, and that Fallout 3 improved on but not as much as I wanted, was depth to the world and the NPCs. The main reason I play a Bethesda game is to explore the worlds they create... Morrowind was such a defining game in my life because of that feeling of exploring an alien world, and seeing all the depth and lore they put into it. I would spend hours reading books in Vivec, or exploring random dungeons hoping to find a new NPC to talk to.
If I could trade all the FPS mechanics in the world for more NPCs, dialogue and lore, I probably would.
"Dumbing down" means a lot of things to a lot of people. For hardcoe PC gamers it can mean technical things, like enviornment cells or bad textures... for old-school challenge gamers it can mean unlimited continues or quicksave. For me, dumbing down just means removing depth and complexity from the game, removing long interesting speeches and 20 page backstories, removing serious and intense looks at mature themes like prostitution, addiction and [censored] and replacing them with with much more vague, cartoonish representations.
The very fact there are so many ways to "dumb down" a game, and so many desires on which are ok and which aren't, show why publishers are struggling with it as much as we are.