The Exigent Duality
Principle in action - 13:43 CST, 12/21/16 (Sniper)
"We're producing a machine whose performance is merely adequate when compared to some of its competition. It is not the fastest microcomputer, it doesn't have huge amounts of disk storage space, and it is not especially expandable. The Osborne 1 is ideal for a person who [merely] needs desktop computing power."

-Adam Osborne, when asked about how the Osborne 1 was able to be sold so cheaply


Continuing the train of thought from my previous post: I wonder if the same principle is one of the keys to making top-drawer video games?

In Osborne's case, you give the consumer just enough power to satisfy their needs, and the benefit is a low price. In video gaming's case, you give the player just enough realism to provide the illusion, and the benefit is superlative artfulness.

Here are just a few examples of timeless classics-- still played and enjoyed around the world today-- from the 80s and 90s that come to mind off the top of my head, and which are great precisely because they are in the above principle's "magic threshhold". I could list dozens more, but this is enough to illustrate the argument:


Aces of the Pacific


This 1992 DOS release can be comfortably played on a four button Gravis Gamepad, with only two buttons frequently used: one for firing the main gun, and another for looking around in a third-person perspective. It has a just realistic enough physics model, and just enough mechanical complexity to make the player feel like a real World War II pilot-- but without sacrificing the simplicity, accessibility, and charm of an 80s arcade game.


The Need for Speed


This came out in 1994 for the 3DO, and is played with a dpad and four buttons (two if you choose an automatic transmission in the options). You can steer mildly with the up diagonals, normal with left and right, and sharply with the bottom diagonals. As was exactly the case with Aces of the Pacific, this game gives you the feeling-- this time of driving exotic sports cars on public roads-- with just enough of a physics engine, and graphical detail, to provide the illusion. But it's exceptionally accessible and charming as well.


Dark Chambers


This 1988 Dandy adapation for the Atari 7800 is played with a joystick and a single button. Anyone can pick up and play it in an instant-- but it is deceptively deep. The art style and level design gives just enough to create the real feeling that the player is exploring a dangerous, dark labyrinth.


One Must Fall: 2097


A Street Fighter II clone that might almost be better than the game it's immitating! Requires a dpad and two buttons. Pressing a button did a normal attack, holding back did a strong attack, and holding forward did a weak attack. The incredible sound effects and music real give the sensation of fighting in giant robots, while ditching the needless complexity of other 2d fighters.