I have a game in the works that will need quite a few types of components for it to work as I envision, and I'm hoping it's not too much... It's going to have map tiles (interior and exterior), cards (for abilities and equipment), pawns/tokens (for unit movement) and probably some other type of markers (for unit HP, and to see the duration of certain abilities)...
I'd like, if possible, an answer to the question from two viewpoints... Fun and publishing.
This game has more components than any other I've designed before, so I don't know if it will be too much to keep track of everything, and it's also the first one I thought I might bring to publishers... Assuming the components can be done with common materials (Standard sized cards, square cardboard map tiles, small plastic pawns for unit movement, and cardboard chits for the other markers), and they are the most effective way of representing what's going on in the game, how can this affect the playability or publish-ability of the game?
I'm not looking as much for a definate answer for my game in specific (which is why I didn't list much in the way of details), but more for general guidelines to follow while I'm refining this game and creating others.
This concept was bashed about a little in this thread and possibly others as well (a quick seach for the word "somponents" might turn up more).
I don't think the number of components is necessarily a hindrance in this moder era of mega-games with more components than ever. Witness the success of such component heavy titles as War of the Ring, Civilization, Axis & Allies, Attack!, etc.
The game market has a tolerance for games with a huge amount of components. It's your duty to ensure that they are necessary and streamlined as far as the game play goes. Make sure that the number of components "feels" right when playing the game. Gamers don't mind dealing with a higher number of components when the gameplay is enhanced by them. Conversely, gamers will be put off by a game that has components that are used in fiddly and counter-intuitive ways.
Without knowing more about your game and your use of the components, it's hard to give meaningful feedback. Is it possible to get a game with a huge number of components published? Yes, it happens and often! Wil it be fun for the right crowd of gamers? Could be... The trick is matching your theme and gameplay to the crowd that will find it fun!
Best of luck!