Mephistopheles
First Post
That to me is a key division in tracking mechanics. Even you have effects that are instantaneous they can provide diversity without largely increasing the brainpower required to implement them into the game. Its the ongoing effects that generally increase tracking.
This reminded me of the topic of user memory when operating user interfaces.
In short, there are only so many things a user can keep in active memory before information starts getting put into longer term storage to make room in active memory for new information. It's because of this that if an interface requires users to juggle too much information it's likely to result in user confusion. You've possibly experienced this when using applications or computer games or websites: you know what it is that you want to do but you can't immediately remember how to go about it within the interface. If you experience this frequently while working with an interface it's probably not you that's the problem, but a poorly designed interface.
Seems like a similar phenomenon is being discussed here, with the game rules standing in for the interface.