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Member
(12-20-2010, 05:10 PM)
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#3
As far as most people who latch onto that terminology are concerned, they are the exact same thing, in pretty much every situation.
Edit: A more reasonable explanation would be to say that streamlining removes complexity, and dumbing down removes depth, and that sometimes these things happen at the same time, and sometimes they are completely separate. But that first requires that you know the difference between complexity and depth, and then generally requires some discussion pretty specific to whichever game is in question - and there's still going to be a horde of people out there who will insist that any reduction in complexity is a reduction in depth, so signal-to-noise is going to be pretty low. |
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Member
(12-20-2010, 05:11 PM)
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#6
In actuality "streamlining" means not to remove any features which add depth. Reducing the time it takes to return to life after dying, taking away menu options people don't and wouldn't use, making the same actions easier to perform without changing their strategic use are streamlining.
If streamlining removes options that could provide an interesting choice, that's 'dumbing down'. In message boards however it's basically "Streamlining" = This is fun!, "dumbing down" = WTF SCRUBS ARE RUINING GAMING |
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Member
(12-20-2010, 05:13 PM)
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#8
If you're making something that is needlessly complicated and clumsy into something that is easier but aren't removing any actual complexity then you are streamlining. If you are just making the game simpler then you are "dumbing down". Dumbing down is not always a bad thing.
Examples from going from Persona 3 -> Persona 4 Streamlining: You can access all your party member's equipment, abilities and status just by hitting the triangle button. In Persona 3 you had to talk to them individually to do these things. Dumbing Down: Changing melee weapon damage to all be one type. In P3 there was three kinds of weapon attacks that various enemies would be weak against. In P4 it's all just physical damage whether it is coming from a sword or a pistol. |
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(12-20-2010, 05:16 PM)
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#10
Streamlining is something that makes a game more accessible, makes it easier to play or to understand, just lets you have fun faster, it removes the baggage from the experience. Dumbing down is what stupid people call that same process.
Last edited by Ushojax; 12-20-2010 at 05:21 PM.
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Member
(12-20-2010, 05:20 PM)
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#13
Originally Posted by webrunner:
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Member
(12-20-2010, 05:20 PM)
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#15
Dumbed down = removal of features that might be considered too intimidating to some (lol)
Streamlining = making these features easier for players to understand and access I'll use a 2010 example: Mass Effect 2 is dumbed down. Removal of inventory management, planet exploration (even if it was barebones in ME1, it still could have been improved upon rather than removed entirely), and various other RPG and non-RPG elements make it a dumbed down game in an attempt to woo in more action gamers. It worked. If it were streamlined, these various elements would have been tweaked to be more easily accessible. Instead, they were removed.. therefore: dumbed down. |
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Billiechu
(12-20-2010, 05:22 PM)
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#16
Streamlining: Mass Effect 2
The leveling up system in the first game bothered me because each trait had three milestones with a whole bunch of useless point sinks in between. What's the difference between 3 and 4 points in Throw? Not a whole lot. In Mass Effect 2 each time you increase the level of a skill it has a large effect. Dumbing Down: Civilization Revolution I think this game speaks for itself. EDIT: I agree with everyone that Mass Effect 2's inventory was a dumbing down. Before you argue with me, I'm only talking about the level up/ability system. |
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Member
(12-20-2010, 05:26 PM)
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#21
Originally Posted by Billychu:
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(12-20-2010, 05:28 PM)
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#24
Originally Posted by Revolutionary:
Originally Posted by semiconcious:
Last edited by Ushojax; 12-20-2010 at 05:33 PM.
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Billiechu
(12-20-2010, 05:29 PM)
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#25
Originally Posted by Alucrid:
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360 release: 2005
PS3 release: 2007 I need the reminder. (12-20-2010, 05:32 PM)
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#30
Originally Posted by Ushojax:
Instead they just removed loot and items. They dumbed it down instead of streamlining. |
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mashadar's neko-mimi slave
(12-20-2010, 05:36 PM)
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#33
There are various different sorts of examples when talking about streamlining vs dumbing down, I think I will tackle how I feel about interface and challenge in this topic.
Streamlining would be like adding continue to a game over screen, checkpoints throughout a level, ability to skip cutscenes, and possibly even an easy mode. The ability to pause at any time, and in RPGs the ability to save (or quicksave) anywhere, would also count as streamlining. Dumbing down would be replacing actual skill based input actions with automatic actions (like instead of having a jump and/or evade button, using context sensitive auto-jump and QTE evasion). Having zero penalty for failure is also a form of dumbing down. Games which streamline (continue, checkpoints, save anywhere, etc) can also be guilty of dumbing a game down if the challenge in the game is not designed to fit the streamlined functions. If it becomes easier for a player to want to keep playing because he is not punished severely for failing, then each instance or sequence in the game should be an interesting challenge of value to make up for it. If you have checkpoints in an action game, the challenges between checkpoints should be significant enough that you actually feel like you earned the progress to the next checkpoint. If you have save anywhere in a RPG, then the battles and progression in the RPG should remain interesting in each instance, such that poor players get the benefit of the retry features without feeling frustrated, but more experienced players still feel that the challenge is from each individual encounter, instead of a slow wearing down of the player's items and stats. The latter is a form of balance when save points are employed, but without save points the balance could be shifted to making each and every encounter more significant instead. That's how I feel about this subject anyway. |
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(12-20-2010, 05:37 PM)
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#35
Originally Posted by Confidence Man:
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Member
(12-20-2010, 05:38 PM)
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#36
Originally Posted by Billychu:
On the other hand, the inventory changes not only removed swaths of depthless complexity, but actually added meaningful depth that had been completely absent from the first game, in giving the player multiple 'styles' of weapon in each category that each came with upsides and downsides. The inventory in Mass Effect 2 is the single best example you can point to when trying to highlight how hard it is for people to differentiate between complexity and depth. |
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Billiechu
(12-20-2010, 05:40 PM)
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#37
Originally Posted by Ushojax:
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mashadar's neko-mimi slave
(12-20-2010, 05:42 PM)
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#38
Originally Posted by Ushojax:
Dumbing down isn't always a bad thing, it can be a good thing when a developer realizes that the strength of a certain franchise lies in one area more so than another area, and chooses consciously to dumb down on area and polish up another. |
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Billiechu
(12-20-2010, 05:47 PM)
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#40
Originally Posted by soyboy:
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Member
(12-20-2010, 05:47 PM)
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#41
Originally Posted by Billychu:
If it was designed to be, as put in this thread, a "conversational third-person shooter," it was streamlined. So part of it depends on how you look at things and what the goals of the developers are. (For the record, I hated the changes in ME2). |
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(12-20-2010, 05:48 PM)
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#42
Originally Posted by Billychu:
Originally Posted by duckroll:
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360 release: 2005
PS3 release: 2007 I need the reminder. (12-20-2010, 05:49 PM)
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#43
Originally Posted by Ushojax:
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mashadar's neko-mimi slave
(12-20-2010, 05:49 PM)
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#44
Originally Posted by Rolf NB:
Originally Posted by DeaconKnowledge:
Originally Posted by Mystic Theurge:
Originally Posted by soyboy:
For example, I would like to hear the examples of why AC is considered "streamlining" (streamlined from what?) and why AC2 is "dumbed down". I'm sure a case could be made, and that would have interesting discussion spun off from it. But simply listing it like that doesn't really tell anyone much, and even if someone disagrees, it's hard to debate the points because there are none made. I know it can often be very easy to just go "haha this isn't worth discussing, it's the exact same thing!" but well, if you feel that way, you can either justify that argument with supported points which can be debated, or you can simply not post a reply to the thread. Extra noise isn't very meaningful. |
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Member
(12-20-2010, 05:52 PM)
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#46
Originally Posted by Confidence Man:
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Billiechu
(12-20-2010, 05:52 PM)
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#47
Originally Posted by duckroll:
And this thread has me going in circles. I was just arguing that Mass Effect needs an inventory "because it's an RPG" when I'm of the opinion that only role playing (your character is defined by your choices) is a requirement. This entire thread is a negative vortex of logic and reasoning. |
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sparkle this bitch
(12-20-2010, 05:56 PM)
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#48
Streamlining is when a game reduces complexity but keeps most of the depth.
Dumbing down is an elimination of gameplay In most cases, such things like automated platforming, QTEs, Regen health are results of dumbing down experiences. Uncharted 2 is probably the best example of this where platforming/puzzle solving is nothing more than a giant QTE. Compare that Tomb Raider which became a lot more streamlined, but retained most of the actual platforming and puzzle solving. But to be fair, it also depends on the title and the developers goals. Uncharted 2 goals were completely different from Tomb Raider. And also were does the player stand at. Which is why there is so much confusion since players come from different regions. WoW is a great example where to Everquest players, or UO it is a massively dumb down experience. But for people who didn't like the cattle herding prior, it's MMO streamlined to be fun.
Last edited by shintoki; 12-20-2010 at 06:00 PM.
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Member
(12-20-2010, 05:57 PM)
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#49
Originally Posted by duckroll:
Devs can also add hardcore modes for people who want certain punitive features that could make the game less enjoyable or accessible for the majority of the target audience. |