Thomas Shey
Legend
Honestly, I'm not sure that the lack of success for Immortal had much to do with complexity; it was less complex in most ways than most of the White Wolf games (which it was pretty clearly inspired by) and plenty of them did well. It had two big problems a few little ones.
1. The compulsive need to rename every common game element left a barrier to entry that was absolutely a self-own.
2. Progression was such that the theoretical selling point of the setting (the superhuman protagonists that had lost their memories) was more theoretical than actual (Scion 1e suffered from this too; you were only going to likely ever see Demigod if you started there, given the rate of advancement).
1. The compulsive need to rename every common game element left a barrier to entry that was absolutely a self-own.
2. Progression was such that the theoretical selling point of the setting (the superhuman protagonists that had lost their memories) was more theoretical than actual (Scion 1e suffered from this too; you were only going to likely ever see Demigod if you started there, given the rate of advancement).