StudiedAsleep wrote: ↑
May 20th, 2024, 00:31
Easy to learn means more people will play and stick with it. Hard to master gives those same people a sense of accomplishment when they put in more time.
It is also good for lazy people and people without much time.
In terms of an RPG though, complexity in systems kind of goes hand in hand though. That is the more you design around your characters statistical interactions in the world, the more knowledge the player will have to understand to manage and balance them in play. Sure, you can go simplistic and focus on tactical play, but this starts to push the game more to a "board" style where less is about the characters development and interaction in the world via the systems and more about strategies within the world.
A complex RPG would have statistics that manage numerous layers. For instance, while a simplistic RPG might have a basic attribute (charisma) to influence dialogue, a complex one might have an entire line of specialty skills that influence it. So instead of just a simple role choice against an attribute, there could be various skills such as corporate speech, Street talk, etc... that govern more specific encounters within the game and not only weight outcomes, but can even influence the discovery of dialogue.
This level of complexity can exist among any style of development (combat, tech, medical, etc...) which if implemented properly can have numerous layers of progression for a character.
That would be a difficult thing to introduce to people (though some games do pretty well, Shadowrun for instance, but this is but one layer that could exist among many.
The point though is that this type of complexity, how it would effect character progression, direction, etc... may require more pre-knowledge which would turn away "less experienced" RPG players, but for people like me would actually draw me to the game.