Simple and complex on a one dimensional scale does not work with games. There is more of a two dimensional scale of simplicity and complexity, in regards to both element and execution. Take for example Command & Conquer and C&C 3. The first was very straightforward, units only acted in a minimalistic scope, and it was very easy to get into. The storyline (FMVs etc) was simplistic, and covered only what was necessary. In this regard, the element was simple. But because of the execution of the element, the gameplay was complex. It was fast paced, assets were gathered/built slowly and destroyed quickly, the roles for different units was enough to warrant large varieties of battlefield engagements. You were forced to think your way to victory. The storyline made you think as well.
Compare that to C&C 3. The possible combinations of unit configurations was many times that of the original, the interface was much deeper, the graphics much more detailed, and took a bit of time to get a handle on things. The storyline was filled with many extras, such as hired big-name actors, lighting / color schemes, overemphasized drama, high budget effects, etc. The execution, however, made for much simpler gameplay than the original. Slow paced, very few tactics needed, an almost limitless supply of resources. Basically victory was determined by how quickly and efficiently you could turn out units and upgrade them. The storyline was also very basic, not much going on in the area of abstract thought.
I, myself, prefer simple element and complex execution for the games I want to get into. For games that I just want to have a quick bit of fun (Tyrian is an excellent example) I would like simple element and simple execution. I don't like complex elements without the execution to back it. Not my style

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