I have two, as I stated: accessibility and strategy. A spectrum that I'm going back and forth from one end to the other in an attempt to see which will be more fun for the majority.
accessibility over strategy every time for maximum mass appeal. but such a choice is only necessary when they conflict in a mutually exclusive way.
i assume you want strategy, but not at the cost of accessibility.
probably the best approach with maximum appeal would be a system with lots of strategy, where the player could choose from perhaps three levels of complexity and control.
the novice level would be the simplest, with maximum accessibility, and minimum learning curve. the expert level would give full strategic control, at the cost of a more complex user interface and combat rule set with a higher learning curve.
they may even be designed so each is a direct super set of the other. so once you master the game in novice mode, you switch to veteran combat mode, and add some more buttons, rules, and combat options to use. then you can switch to expert mode and see the full strategic combat system.
have your cake and eat it too! ; )
That is a very interesting way of looking at it. But that would involve also creating three entirely different balance parts of the game. Of course, this just means it becomes a difficulty level, which isn't a bad thing, so I will keep this kind of option in mind.
This question is strange, you're basically comparing completely different things.
It would be like me saying "I've got an idea for a game set in space. Should I make it an FPS or a top-down strategy?" - it makes no sense, the fundamental underlining gameplay is missing from your idea thus you don't really have a game idea at all.
I have a clear vision for my game. But I'm not close minded to just think in a matter of genres. That's a trap. I know what I want to pull off and the experience I want to make the player feel. And so that's my list based off what kind of gameplay I want to give them, gameplay mostly involved in combat that will essentially influence a lot of the other design in the long run, yes. No matter how you dress it, the game should still be the same on a macro level.
I hope that made sense.