The views expressed above are drawn from my observations of user response (or lack thereof) to games having various degrees of simplicity/complication and accessibility/obscurity, as well as the closely related experiences of developing and debugging these divergent games. I will offer only anecdotal evidence to justify these recommendations: my text-heavy games with complex controls and gameplay systems were much harder to design, develop, test, and debug---by an order of magnitude in some cases---and reached a much smaller audience, regardless of genre. By far, my simplest games have been my most popular: 2x0ng, 3x0ng, and so on.