The Abstraction of Skill in Game Design
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Design-wise, it is impossible to create a game that relies on 100 percent player skill and at the same time completely abstracts character interaction and expect it to appeal to everyone.
Skill-based gamers don't want to have to grind levels so that their headshots will do damage. Conversely, RPG fans want their character's dexterity, not their own, to determine outcomes. Something has to give; one side has to be given priority in the game space -- and when that happens, someone is not going to be happy.
As a designer moves closer to 0 percent, they need to realize that genre conventions and mechanics will either not fit, or have to be altered. A UI for a -100 percent game doesn't have to be complex. With Bulletstorm, the only information on screen is health, ammo capacity, and score. As more abstractions are added to the design, the UI needs to be redesigned to accommodate them -- such as an indicator for accuracy, and even an inventory screen.
Strict control of a party in a RPG becomes harder with less abstraction. A player simply cannot give the same complex orders when everything is real-time. This requires the designers to give more AI control to the party, or change the player's role during combat, from tactician to fighter.
Another challenge is that players have expectations for the respective genre. Action games are about presenting information as cleanly and easily as possible to keep players in the action. On the other hand, in a RPG where managing attributes and information is necessary, the player wants to slow down and examine the data. As the design moves to 0 percent, these two polarizing views will have to be dealt with -- and if it isn't done right, it will annoy fans of each specific genre.