Good evening from Texas.
I am working on starting back up making games and working towards making some games with all the new technology today. I've come across some things while trying to plan my games. What is better perceived by a general audience? Complex gameplay or simple gameplay?
So here is my theory and i just want your opinions to maybe enlighten me.
I believe that all games fall somewhere in a gradient of simple vs complex, and the success of the game in the eyes of the public depend on what end of the spectrum they are on. For example, take Eve Online. Very complex game, however compared to another MMORPG such as WOW, it is an obvious underdog in subscribers and critical acclaim. While it's hard to find a really bad review of Eve Online, you can find many people who cannot simply access the game because of its complexity. WoW however, you can simply hop in and start playing, it's not a game that has an amazing amount of complexity, but it is simply a game that has many elements that all honestly boil down to getting better gear. Whereas eve online boils down to things so complex, such as diplomatic relations, politics, advanced market manipulation that has even been studied to apply to the real world.
Now lets take another game. Lets make this a very casual game such as Call of Duty Black Ops (miss those days on xbox!). The game itself can be played without delving into extremely complex features, however whenever you do try to find more complex elements, they are there. While it's not in the middle of the gradient (being a very simple game overall) the skill of the player has quite a difference in how successful you will be, as well as planning things like perks and kill streak rewards does generally make the difference between an average player vs an amazing player.
Now relating to indie development. Lets say i'm making an RPG/ARPG. Would content and the presence of an ultimate goal at the cost of simplifying the class system(i.e. an extremely hard boss that drops a piece of gear 1 time out of 100, but having the rogue, warrior, mage, ranger class system) more important than having complex features such as a truly immersive class system that is very complex and in depth that would make each character different from the last? (i.e morrowinds class system)
While i agree there should be balance, but in the indie world i feel like i see many games that are overly simple without delicate gameplay elements that actually effect the game in a big way. For example, lets take minecraft. Originally it was basically just a system setup, no frills. Yes it was complex in a sense of building something and exploring a world, but at the end of the day, you gather block, to make a house, to make a farm, to gather more blocks, to make a bigger farm, to gather even more blocks.
Games I enjoy generally have more complex features, without being completely inaccessible to a player who doesn't have years to throw at the game to understand it. For example, Eve Online (again). I enjoyed the genre (minimal reach at the time i started to play , not a huge hype for space games at the time), i enjoyed the size of the world, and i enjoyed being able to choose what i do, with such precision and freedom that if i wanted to be a pirate that gambled all my earnings away on raffles and manufactured drugs in the lawless space of low sec, i could, without any limitations from the game.
What do you think the current market wants? What end of the spectrum do you think has the most die-hard supporters/players?
TL;DR - Should a game have complex features at risk of accessibility, or vice versa?