Here's an illustration:
http://youtu.be/5e8HZqF3cyk?t=2m1s
I also like this quote by von Neumann:
"If people do not believe that mathematics is simple, it is only because they do not realize how complicated life is."
I confess I do wonder what would be the equivalent 'go of RTS games', where the minimal, essential dynamics are captured without all the bling.
If you haven't seen a Counter-Strike game played competitively, this weekend a "Major" tournament is being played in Katowice[0]. It's well worth watching a match to get a glimpse of the mechanics. It might also be fun.
I think the words you're looking for are "micromanagement" (if it's about dealing with more than one unit) and "mechanical skill" if it's about having twitch reaction times (for last hitting, landing spell-combos, etc.)
I play DotA on and off, and thi is the part that irritates me the most :x
You can maintain this belief until today if you measure "minimality/essentiality" by size (in MB).
Most probably there are other games out there that are even more minimalistic but for sure they're less popular and less known. You could make a case for DF (although there is no MP) or even C&C1 (just ignore the balance issues).
I'm playing a lot of CoH because it cuts all the base building ceremony down to minimum.
The main thing (from a game theoretical standpoint) that I believe sets RTS games apart from (most) strategy board games is not the real-time nature, but the fact that RTS games are not perfect information games.
Incorporating knowledge about your opponent's playing style is important in chess (and I presume Go), but I believe it is vastly more important in RTS games, so much so that in high-level competitive games it is a primary driver of both players' decisions in the game.
Of course, from a broader (not game theoretical) standpoint, the bigger and more obvious difference between strategy board games and RTS games is that the latter, being real-time, requires substantial physical speed and coordination, which is mostly not the case with the former.
Finding interesting combos among the thousands of existing MtG cards is also very fun and cannot be done in a minimalistic game with a very small number of components like Go. They are just games with different goals and scopes.
What I dislike about the evolution of MtG is the placeholder words that they constantly add to the rules, e.g. "lifelink" for "damage dealt by this creature also causes you to gain that much life". Cards with that ability existed before the word was introduced, so the word is unnecessary, it just makes the text of the cards shorter... but the constant extensions of the vocabulary make the rules harder to understand and remember. The actual rules are still mostly like in the nineties... in fact most, if not all, of the actual rule changes have been simplifications rather than complications (mana burn removed, meh). But they just like to make up unnecessary words, it's a pity.
I wish they would strip out the trivially different cards, particularly the ones that are strictly better or worse than another, such as two identical cards but one has a higher cost for no reason.
Some of the cruft is due to rebalancing as the game evolved, but some is just part of the artificial scarcity model of making many of the common cards worse than the best rare ones.
I agree, though, that MtG has a very broad and creative tree of possibilities. In the pure board game world, it is perhaps more similar to Arimaa.
I really love the feeling of seeing an interesting card in a new expansion, and thinking that it might go well with some obscure card that you remember from some obscure expansion from 15 years ago. And researching what that card actually did. It really feels like being a wizard and going to an ancient forgotten grimoire to see if you can find a use from a long-forgotten spell. I especially enjoy realizing that a card that was considered universally crappy and never saw serious use is suddenly useful.
I agree that the cards that are strictly worse than others could have been avoided. But they don't really do that much anymore (they seldom release commons that do nothing like Hill Giant or Grizzly Bear, for example). And they can still be fun in formats like Type III, or Limited as new players call it.
This is an odd criticism. It's the essence of DRY applied to a context with very limited space (the physical surface of the card). Would you really prefer to have something like this written out in 2pt font?
http://magiccards.info/bng/en/144.html
Having a named mechanic also enables rulings to apply to it, rather than just to individual cards with a particular wording. The keywords they introduce do create a learning curve for new players, but this is Magic we're talking about--not exactly a game for people afraid of learning curves.
The winner of a Go game is whoever more reliably predicts the ultimate result of various potential intermediate positions. The only interesting game theoretic aspects at all arise to the extent one can predict one's opponents' likely errors, or that one "knows what one doesn't know" in terms of one's own calculating ability.
Read "Mathematical Go".
The sources are at https://github.com/davepeck/game-of-go under the MIT license -- I have a long list of things I'd love to work on if I could find the time.)
Terra Mystica and Caylus are two examples that I would mention as having a decent amount of complexity and are deeply strategic games without being too complicated. However, whilst still being considered as strategy games, the mechanics and methods of thinking are very different to those used in Go, so it's difficult to compare them directly.
They also have very little randomness in them, so the players' decisions are much more impactful.
Another term I've seen for this concept is "complication". Then one may speak of simple, complex, or complicated systems. Complexity is (perhaps unexpected) behavior that arises from the interaction of relatively few basic behaviors. Complication comes instead from just heaping more and more crap on top of the existing system.
There is no accounting for taste. Many people appreciate complication more than complexity.
I have played go, but not enough to be any good at it.
Concrete example: castling[0] in chess
For example, creature cards have power and toughness. Simple enough. But then at some point, cards were printed that allowed you to modify those values. Now you have to mentally keep track of the actual state of the card. Then consider what happens when you have two effects like "add two to toughness" and "switch power and toughness" applied at the same time. Which one happens first? Much as in software, each new feature of the game inevitably has interactions with other features that have to be analyzed and handled appropriately.
Going back to the main point, this complexity is 'artificial' because it is not an emergent property of the rules themselves, but rather a consequence of the fact that so many rules have been piled on over time.
(Also, that a creature's power and toughness might change has been part of the game since the very beginning: see Giant Growth.)
They have a variety of board sizes, game types, and recently added tournaments. The average game will play 2-4 moves per day. I typically have 15-18 games going simultaneously, which overall gives me just enough to do while waiting for dependencies to download or the CI server to run.
One note of caution if you've played on other servers: DGS's rankings are shifted considerably higher than many other online servers (much closer in parity with the professional organizations). More info here: http://senseis.xmp.net/?RankWorldwideComparison
Komi(compensation given to the second player) is a recent invention(1900s) and has only gone up from 4.5 to the recent 6.5 or 7.5 in some tournaments, and yet black still wins over 50% of professional games. Knowing how much komi should be is equivalent to knowing how to play the best game.
As the board fills up tactics or 'tesuji' becomes increasingly important and many times there is only one correct move, computers have become better at this but they still can struggle over common life and death problems. End game is where computers really shine and can now play better than even the best players. Overall computers have taken a recent dramatic upturn in strength thanks to Monte Carlo probabilistic reasoning and are now within a few stones of professionals.
Seemingly, Go will become as chess is within our life times probably even within the next ten years, it will be another interesting moment in the advance of 'AI', but whether it will reveal anything deeper is an open question to me.
I find Go more interesting than chess because often, especially in the beginning, the analysis is less 'hard' or involves less reading of game tree possibilities but involves more 'soft' concepts like spacing, relative territory, trading territory for influence (whether to play on the third line or the fourth line), and is something more akin to art than science if I were to grasp for a metaphor.
Computers will likely enlarge the 'end game' that is be able to play better and better than humans the last part of the game and eventually play better middle game, and eventually only the opening will be where humans have an advantage until that too is taken by computation.
(I'm about an AGA 6 dan)
I think komi should be chosen so that black and white stand even chances when humans - not optimal players - play.
Also the rating system (while necessary to find a roughly match) sorta bothers me. I keeps making me want to get a higher rating! Normally I dont care about stuff like that.
I've always loved the way it becomes so complex through such seemingly minimal and simple rules (although superko rule and komi aren't particularly simple rules).
if anyone would like to simulate this experience together we can Skype play
I don't know what server(s) you tried, but unfortunately quite a few of them have a sandbagger problem at the lower ranks. Also the ranking system itself has its inconveniences. The difference between a 19 kyu and a 16 kyu might be nearly negligible, but the difference between a 3 kyu and a 1 kyu is usually not. Coupled with the fact that it takes servers a few games to get an accurate rank, it often makes for a frustrating experience for beginners.
similarly, i find it hard to play other games because they seem silly by comparison.