Reflections on Complexity in Game Design

I’d like to share some personal terms of art I use when talking about game design, because I will probably want to use them in the future, and it would be handy to be able to simply hyperlink to what I mean.

There are three dyads I want to talk about today. The first comprises brittle and robust; these terms discuss the scope of things that a game system can do. A robust system can handle a wide variety of issues and situations without breaking down. The HERO System, for example, is an RPG which places a high value on robustness; the implicit design goal is to be able to handle any concept within the game’s mechanics. Original D&D, conversely, is a brittle system; it’s pretty good for going into dungeons and killing things, but anything outside that scope requires the players to expand the rules somehow. (Arguably, this was a good thing for RPGs as a whole, by demanding large-scale rules innovation and ferment from the get-go, but that’s a different topic.)

The second pair of concepts is simple and complex, which cover, in essence, how much stuff you have to remember or reference in order to play the game. A system in which you have to roll a die and exceed a certain number to succeed is simple; one where you have to roll a die, apply a raft of modifiers, cross-reference with the difficulty of the task on a table, then roll another die, apply a different set of modifiers, and check another table, depending on the results on the first table, is complex. (Some of you may know what I’m talking about here.)

Finally, we have elegant and baroque, which refer to the relationship between the other two quantities. An elegant system has high robustness relative to its complexity; it is no more complex than it needs to be. A baroque system, on the other hand, is more complicated than it needs to be for its expressive power. This isn’t necessarily a bad thing; some systems are deliberately baroque in order to convey a certain flavor. Original Deadlands, for example, is extremely baroque, using all the major polyhedral dice, playing cards, and poker chips in its resolution system; some of this baroqueness, however, pays dividends in setting a tone for the game.