Originally posted by aldo_14
I'm not sure why a game is more 'complex' if the preceeding 'contests' have no relevance? Surely that makes it simple?
What I'm talking about Aldo, is a basic underlying feature of the game. The details of the game do not matter at all here.
The win condition of the game is not dependent on the contests within the game. There is no deterministic connection between winning the contests and winning the game. To that end, something else must be brought in to determine whether or not the player 'wins' the game, since we cannot use the tally of successful contests as a guage. In an RPG, for example, or a a space combat sim, we know that by the end of the game, the player will have won every single fight. If they didn't, they replay the fight until they do, creating an unending chain of victories until the end of the game. Another dimension must be added to the gameplay to make the determination of victory. In the case of Freespace2, you win every contest all the way to the end of the game (you satisfactorily fulfill all the mission goals), but the Shivans claim victory and blow up Capella. The story is the added dimension that determines the whether or not the game has been 'won'.
In a simple game, if you win the contests, you win the game. There is nothing simpler than that. Its a straight tally. In a game like Championship manager, your tally is having 'the most successful team'. In Sim City, its having 'the most successful city'. In a sports game, its 'winning the championship'. Because one doesn't need to add something to determine the successful outcome of the game, these games are 'simple'.
In terms of depth and lasting consequences, there's very little offhand that I can compare it to. Think of an MMORG where you can do pretty much everything within the game context.
You can do anything you want within the game's boundaries, but you cannot do anything unexpected or world changing--unless all the other players can do the same thing. The quests respawn, so everyone gets a crack at killing the king. You don't get to do anything novel or unique. You can't push in unexpected directions.