I've been dealing with the design of a somewhat asymmetric game, with a retro space opera theme.
It's asymmetric not in an overly broad scene, but rather, there are a number of characters one can pick, and that choice gives each player some special abilities and different ways to achieve victory.
I'm trying to keep the complexity of the game down, but making sure there is content to suit the various character roles keeps pushing the complexity up.
Without getting into the specifics of the game, my question is this: Is added complexity mitigated by the fact that each player only has to deal with a subset of the entire game? To be fair, a good player will likely want to know what another player can and can't do, but it isn't strictly necessary to dive right in.
Briefly, there are 6 classes of character to play, and each has a different way to gain victory points. Additionally, each has a couple of unique abilities that will help get those points. These differences mean that even though there are a large variety of missions, items, and planetary systems, only some are directly useful to you.
Let me give you an example.
You decide to play a pirate. You will attain victory points by attacking other player's (and NPCs) ships, and taking their items will get you money. So you are looking to get a tough, fast ship, by obtaining weapons, engines, and defensive items. While your challenges, aside from your targets, will be to keep your crime points low, as the higher they get, the fewer planets will let you land. Also, those crime points turn into bounty if another player catches you.
Each character class has a similar but different set of parameters. So multiply that by six. (If necessary, I can outline the other roles.)
Now the catch is that while you can simply go around attacking other ships obvious to the other mechanics of the game, you actions can still have a large positive effect on other players.
For instance, you attack the NPC ships guarding a system, and take some loot. However, now that the NPC ships are gone, the explorer player can go and get victory points by exploring the once guarded planets.
Or, say you attack a player, steal some cargo, leaving his ship disabled. Now the missionary player can lend assistance, getting victory points by giving repairs.
So, do things just get too complex even if you can focus on a specific area?
Can anyone comment on their experiences playing asymmetric games that have a similar complexity challenge?