Complexity can add a bit of strategy to a game, too, especially an RPG. Take Grandia's superb battle system, for example- it is by no means simple, and during a random battle in the Grandia series there seems to be too many things to watch out for- where the enemies are on the time guage, how fast they're moving, whether or not they're using magic ora special attack, who they're planning to attack, if that person has time to defend or counter attack, where your party is on the time guage, how fast they're moving, what enemies can be most easily dispatched, which enemies pose the most of a threat, whether the slower acting time of a stronger attack is worth the lost agility or if the enemy may counter attack in that time period, if you even have enough magic points or special points left to execut such an attack, where everybody's HP is and who needs healing, precisely WHERE everybody is on the battle field and whether it's feasable or not to cross the distance to attack an enemy, etc, etc- anyone who has played Grandia, though, will tell you all of these things, plus more thing you need to look out for I failed to mention, become second nature to you, and actually become pretty damn fun (I'd fight enemies in Grandia II just for the fun of the battle system). In my opinion, Grandia's battle system is vastly superior to the straight turn based styles used in Pokemon or Golden Sun, and a WHOLE lot more fun.