Quoted from Shapeshifter:I know DI is popular but I agree with Elwin's latest interview that games have got too complex, deep, so only the best players have half a chance of finishing them.
He says 30 minutes maximum to complete a game. Another reason I am looking forward to Maiden
But, a lot of people like these epically deep rulesets so that is cool but they are just not for me.
I think there's an art to making code deep yet also beatable. Keith Johnson games often have a mini wizard mode, sometimes multiple mini wizard modes (Hobbit), that a player can reach on a good game. Then there's the super wizard modes Keith adds to his games for those rare occasions when you have a game of the year, or game of a lifetime, type game. Dwight has been doing something similar with his recent rulesets.
Keith Johnson games also incorporate multiballs and modes that work the playfield in interesting ways rather then just hitting the same shot over and over again. These modes also give a game legs by offering multiple stages which gives a player a rewarding feeling as they beat each stage.
The types of rulesets I mentioned above are the ones I personally prefer if I'm going to purchase a game for my home. I don't want a game that can be easily beat, is just focused on points (versus objectives) and lacks mini wizard modes. If I'm going to spend NIB dollars on a pin it's going to be on a Keith Johnson or Dwight Sullivan type game that offers deep and unique code.
On a final rant note, lol, there's also the question of value being provided by a games code depth. The more code work that goes into a modern game the greater the games perceived value is in my opinion as without code these games are all just a box of lights.