Increasingly I find a common development principle permeating most of the new games I play. Less moves to learn. Less buttons to press. Shorter combos to memorize. I've found it in my fighting games, in my MMO's and my MOBAs. And for a short time it irked me. They're taking out the complexity. They're dumbing down the things I love. But after some time I came to realize the positive aspects of this approach to game design.
The accessible nature that a lot of games have taken on really is a good thing. Nearly impenetrable experiences, like say Eve: Online, will forever be relegated to the realm of obscurity. I love Eve from afar, or at least the concept of Eve, but it is just a nut a I cannot crack nor do I have the time to do so. It really is not about the number of buttons you have or how many menus, dials and switches a game can have that creates depth.

If we focus on hotbar UI's for just a moment you can see the progression of Everquest to World of Warcraft to say, Guild Wars 2. There's a streamlining of the interface that makes for a much more accessible experience. If you want people to enjoy the meat of your game don't hide it behind 45 buttons. Heck, look at League of Legends - a game with even less buttons and arguably more competitive depth than all three previous games combined.

Ideally, all games like should be like Chess; a limited amount of knowledge to play but taking a lifetime to master. This is both beneficial to the aging gaming audience who has less time than they used to in their younger years, as well as developer revenue. Typically, the more accessible a game the broader its appeal and the more copies sold. I can only hope that developers don't warp this trend into simplicity - it's an easy mistake to make.
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