"The only art is to omit" – Robert Louis StevensonCmdr James wrote:My point was actually rather the reverse -- what makes elite good is that it was created in a time when it was limited, when the best had to be squeezed from what was available, not just flash graphics, and feature bloat.
There's definitely something in that. In making games especially, there's a terrible temptation to add just one more thing ... and then that spins off and wouldn't it be cool if we could do this as well? and that? and this with that? and that to these and those? and so on, in what becomes a never-ending and ultimately self-defeating attempt to simulate the universe. Far, far better – but much harder – is to restrict the game within itself, and make it do what it's supposed to do, brilliantly.
Which is not to say that things can never be expanded: you just have to be careful, is all. This is where the "art" bit comes in: deciding where the boundaries should be. This is where, in my opinion, games like the X series went wrong: I wanted to play a merchant space-bum, but great big chunks of the game revolved around owing multiple ships and setting up trade routes and running stations and factories. Sure, there's the argument that nobody was forcing me to be anything more than a merchant space-bum: but the problem was, because the authors had put in all this stuff about stations and trade routes, the game was bent out of shape at the space-bum end. It wasn't a very good space-bum game. Sadly, it wasn't a very good space-station and trade-route management sim, either.