Ricardo Morales - July 22nd, 2009

Casual Games, Game Design, Gamer Culture, Nintendo Wii

The Joys of Being Simple


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Simplification for the masses.

Nintendo’s doing it, catering to the casual crowd with its dreck for the Wii, and Microsoft aims to do the same with Project Natal.

“Blasphemy!” old-time gamers say. But simplifying things really isn’t so bad. Simple games like Today, I Die show the benefits of paring games down to their core, and by becoming increasingly accessible, games can become experienced rather than played.

Of course, I’m not saying all games should abandon controllers or replace depth with accessibility. But there’s something to be said for the aesthetics of Today, I Die, in which the gameplay consists of pointing and clicking to manipulate an onscreen poem.

Or take a look at Flower, in which you use the PS3’s Sixaxis to control the wind, and lo and behold, blowing flower petals around is pretty much the point of the game.

The gameplay in <em>Flower</em> is comprised of blowing flower petals around in the wind using the PS3's Sixaxis.

The gameplay in Flower is comprised of blowing flower petals around in the wind using the PS3's Sixaxis.

In both these games, the control scheme is transparent, making them extremely accessible. Their focus isn’t providing a challenge so much as it’s creating a concise, meaningful experience. And this experience happens without a single magic spell, gunshot or boss battle.

Now that we can create gigantic, immersive worlds, maybe it’s time to ponder the possibilities of going in the other direction — that is, towards quaint, idyllic gaming pastures without so much action.

Lengthy and epic games will always have their place, but with some titles offering upwards of twenty hours of gameplay and boatloads of activities in their rich environments, they can be overwhelming. Video games are a big investment; you could finish reading several books or movies in the time it takes you to play just one game.

Sometimes it’s good to slow down and play something that doesn’t ask so much of you, and yet, still offers a valuable experience in return.

The indie developer behind Flower, thatgamecompany, creates games that relate one — that’s right, one — emotion. With Flower, they explore the “tension between urban bustle and natural serenity.” The result is a game that’s subtler than nearly anything else on the market.

Daniel Benmergui, the man behind Today, I Die, has made several games that explore other concepts in a similar, experimental way. For example, his Night Traveler and the Heartbroken Uruguayans explores the consequences arising from breakups.

In <em>Winterbells</em>, all you have to do is jump on the bells and score points.

In Halim's Winterbells, all you have to do is jump on the bells and score points.

Although they’re not as deep, Ferry Halim’s games also provide a cute, wholesome experience. They’re somehow more pleasing than most things you find at AddictingGames, too (maybe it has something to do with the furry animals).

So these games are accessible and fun. Isn’t that what Nintendo and Microsoft are aiming for?

Well, just because a game is simple, that doesn’t mean it needs to be mindless. The minimalist approach is great, but these industry giants shouldn’t take it too far. Otherwise you get a pile of trash (and God knows Nintendo has gone there).

That said, we can also learn something from the growth of casual games. The most beautiful things in life are often simple ones, and eschewing grandiose visions, smaller games can create experiences that their large counterparts can’t. With any luck, games like Flower and Today, I Die will continue popping up and become more sophisticated in coming years.

They’ll certainly offer a much-needed respite from big-time titles, and they’ll probably draw in all the potential gamers who aren’t so keen on slicing enemies in half.

How about you? Do you know of any other great, simple games out there?

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