"As with most 'Modern' games, it's simplified to almost a fault."
Complexity can be a bad thing, especially needless complexity. Most of the complexity in MoM was not depth, but feature creep. This is, doubtlessly, why the game was so unplayable on release.
---edit---
Wait christ, MoM. Wow. I even wrote that in there.
Sorry, never played MoM*. I was thinking HoMM3. HoMM3 had a lot of 'complex' elements such as seven or so resources and upgradable units, but I never felt like they added much (gold was almost always the most important resource, getting control of map structures never struck me as HUGELY necessary because there wasn't any upkeep, upgradable units were just a linear betterness progression, etc.)
Still maintain that complexity isn't something that should be desired outright. Depth is desirable. If complexity serves depth in that case, it's good. If it doesn't, it's bad. It's all about how everything comes together. You can't just do a feature by feature "Game A has X, game B does not" sort of rundown.
Warlords 1/2/3 are actually the least complex of the hero-driven turn-based fantasy games I have much experience with and I think they're some of the deepest because they rely on simpler rules interacting in interesting and often emergent ways.
* I don't know how MoM compares to AoW in terms of complexity, as such, and I'm not fond of doing feature by feature rundowns. One thing I do notice is that it uses food instead of/in addition to money as upkeep, which might swing as an interesting 'complexity' point in MoM's favor. On the other hand I think AoW's combat looks more interesting, in terms of terrain features + cover mattering, how projectiles are handled, multiple parties being able to join combat (Does MoM have that? I can't tell from the videos I'm watching), etc.
Post edited January 09, 2011 by amccour