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3-12-2010 @ 5:25PM
You'd be wrong. If the game was so complex that new players wouldn't be able to get into it or grasp the required ideas to do well, the game would have died. In all forms of games, complexity is a key issue. It was this way for Magic: The Gathering as well. There is only so much data a person can hold about a game before it starts to overwhelm them and become unfun.As an example, players already have to balance their endgame melee character's stats around hit rating, expertise, strength, etc. Imagine if expertise didn't cover parries as well, and they had a separate stat for that. (And also for the sake of argument, you want in this hypothetical world to become dodge and parry-immune.) And how about if abilities can critically fail and kill the character, and we have another stat that reduces how often your character can critically fail. All of a sudden, gearing is a nightmare, as we have 4 separate caps to worry about keeping up at all times.Complexity is always an issue, and no matter how intelligent the player base is (or thinks it is), keeping things simple is always the way to go. Complexity for the sake of complexity isn't a good idea; complexity is only good if it contributes to fun.
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