I've been watching all the videos from a show by James Portnow, Daniel Floyd and Allison Theus, called "Extra Credits", which focuses on gameplay design, and the flaws of modern games.
http://www.escapistmagazine.com/videos/view/extra-credits
There are numerous insights to be sought from these videos. Their topics range from philosophical systems behind gaming, such as the Skinner Box, to ways in which games can be improved to be appreciated as an art form.
This week, they have struck a chord with me about gameplay mechanics and design.
They talked about "Narrative Mechanics", or in other words, how gameplay mechanics can solely produce a narrative, a story, or a question for the players. There's no use of me trying to explain it, since you can watch the video here: http://www.escapistmagazine.com/videos/view/extra-credits/2545-Narrative-Mechanics
What I wanted to point out is that this topic resonates with my ideas of streamlining gameplay design and mechanics. I believe that many games, and definately many maps, nowadays have too many things going on, and not enough focus for a player to really immerse themselves.
Just think of recent masterpieces. Portals, for example, gives you only one weapon. While Glados obviously gave a sense of humor and helped players endear themselves to the game, the mechanics behind the game is simple. It is the perfect balance between the mechanics and the design that brings the game even further. Imagine if the portal puzzles weren't as awesome as they were. Imagine if you (*SPOILER*) did not tunnel your way through Aperture Science by using what you've learned in order to kill Glados.
There're lots of recent maps that have this lack of focus in their maps. Again, items. I hate items as a concept. A player needs to understand the game through its mechanics, not by reading the item descriptions.
Anyways, I just wanted to show you guys these awesome videos.
cheers and Happy Holidays =D
~Unholy
None.