I really liked that depth vs. complexity video earlier. It does get to the problem at the heart of game design.
What players want is depth, not complexity. Thing is, they can't get depth without some complexity. However, too much complexity becomes confusion and/or tedium. I've never played Dwarf Fortress, but just looking at those screenshots, I could feel my brain shutting down as I watched those screens crowded with too much simultaneous (ASCII!?!) data and information. It was kinda like staring at the Matrix in code form. Too much complexity means incredibly long tutorials for new players to the game or series, and then they sometimes give up in frustration, never getting to the depth.
IMHO, therefore, it requires the search for the sweet spot, again -- enough complexity to provide depth, but not too much to frustrate players.
Personally, I do think developers have been erring too much on the side of shearing complexity, to where games are now starting to lack enough depth, and that's why I'm a Grognard.
I also cannot grok the decision to hide (some of) the underlying complexity of the game from players - if it's already there! - in order to make it seem simple. (Thus, the "hidden" combat mechanics of DA2.) THAT makes no sense to me.
No, you shouldn't need to know Trig or Calculus. But if items have a resistance bonus, well, geez, you should at least know what it means. Bigger's always better, but how much better is +45 to resistance than +25? I maintain if players have no way of knowing, then don't bother putting stats on items at all!





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