antipattern

Use when

Your system has grown many rules; check whether they create decisions.

What it is. A system that is complicated, not deep: many rules the player must memorize, but only one live decision at any moment. Depth comes from rules interacting; false depth stacks rules that never touch.

Why it hurts. The player pays a rising memorization tax — more stats, more keywords, more edge cases — and gets no new expression for it. Mastery feels like homework, not fluency. The system looks rich in a wiki and plays flat at the table.

The smell

Rules go up. Decisions stay flat. Every new mechanic is a separate lever the player pulls in isolation — not a new axis that reshapes the levers already there. Combinatorics near zero.

How it happens

The tell (check YOUR design)

The fix

Depth is interacting rules, not more of them. Before adding, make what you have multiply.

Twist seams

Seen in…

CaseWhat it looks like
Stat-soup RPGsMany damage/resist types that never create a real matchup — you always bring the biggest number. Contrast the tight elemental loops that do interact.
Late-patch fighting gamesMove lists balloon; the viable neutral shrinks to a few dominant options. Vocabulary up, decisions flat — see anchor-street-fighter as the counter-example when the roster stays legible.
Feature-creeped 4XTwenty overlapping resource tracks that don’t feed each other; antipattern-currency-spaghetti wearing a depth costume (genre-4x).
Kitchen-sink survivalA crafting tree with hundreds of recipes, most inert. Contrast anchor-factorio, where every recipe feeds the throughput puzzle — the tree is the interaction.

Positive proof (deep by interaction, not by count): anchor-into-the-breach (a handful of rules, a combinatorial board), anchor-slay-the-spire and anchor-balatro (small card pools, dense synergy grids), anchor-tetris (one verb, infinite decisions), anchor-dark-souls combat (few stats, deep matchups). Each has low rule count and high decision density — the exact inverse of this antipattern.

Neighbors

Verify / guard

Prove decision density, not rule count. Take the interaction-grid and dominant-line checks above into playtest and confirm against design/FUN.md — the front half designs for depth; the verify half asserts the choices are real. If skilled play collapses to one line, you shipped complication.

This module rendersthe repo's markdowndirectly — edit it there, it changes here.