
Originally Posted by
Alex Kierkegaard
And yet it is misleading to think of these three attributes as fundamentally separate, because it is complexity that gives rise to depth, and depth that makes skillful play possible. It is logically impossible for us to conceive of them separately, as they are in fact related in an exactly linear fashion: Each new meaningful rule makes a game more complex, and gives the player some extra work to do in order to learn it. Each new rule interacts with the existing rules in new and increasingly complicated ways, creating an ever-widening realm of possibilities which the player is called upon to grasp. The better he grasps them the more capable he becomes in using them to his advantage, and thus the more skillfully he can play.
It is indeed even possible to measure the absolute complexity of a game (and therefore its depth, and therefore the degree of skillful play that it allows) by simply measuring the maximum distance between the best and worst possible players. In our coin toss game that distance is zero. The best and worst possible players are forced to play exactly the same way (press the button; make a random guess), so that it is impossible for us to even distinguish them. In the most complex games yet made, Civilization, say, or Marvel vs. Capcom, or Supreme Commander, that distance is so great that the best player always towers above the worst like an invincible, untouchable god. (Note that the game does not have to support versus play in order for us to measure this distance. Skill disparity can easily be measured even in single-player games, usually in a number of different ways determined by the nature of the game in question.)
If the first bit of the quote confuses you: rules are simply the game's mechanics. They control everything involving interaction including the battle system(the focus.)
Also note that rules can cancel each other out or can not change the equation at all. This is why it is important to only consider useful abilities and spells. (This doesn't mean a spell couldn't be cast or something, but rather there would be no reason to for strategic play. ie Thunder IV vs Thunder II)
This is purely in the realm of mechanics. Ripping someone off or whatever out of world stuff like friendship doesn't fall into the equation despite having a huge effect.