I had the opportunity last week of interviewing Richard Garfield (of Magic: the Gathering fame). He had some very interesting thing to say about finding which ideas are worth pursuing, about prototyping and on managing complexity in a game's design.
He had this to say about complexity:
"Game designs have a complexity budget. You can only have a certain amount of complexity and you have to figure whether it’s worth spending. If you figure you have 10 units of complexity budget and somebody wants to add something of one unit, but it only adds a small value to the game, then that’s not going to be as good as somebody who wants to add something that’s even more complex – it adds two units of complexity – but it adds a lot of value to the game. When people begin thinking about it as a budget that they can use up, it makes it easier to understand why a mechanic may not be strong enough."
You can read the interview here.