Right; when I said game systems being trivial, I meant trivial in that the player can completely predict the outcome with very little effort — not that the rules defining the system are trivial. Conway’s game of life (and Turing machines even) is the quintessential example of trivial system definitions producing very non-trivial systems.
And in fact that should be the goal — maximizing system complexity, minimizing system definition (perhaps there are better terms for this…)
Games that manage to do so successfully have the opportunity to be replayed through multiple lifetimes
And in fact that should be the goal — maximizing system complexity, minimizing system definition (perhaps there are better terms for this…)
Games that manage to do so successfully have the opportunity to be replayed through multiple lifetimes