Lots of people discuss additional gameplay features that increase complexity of games systems, but i'm wondering what you could take away from the default battle system without oversimplifying. I want to make an an easy to understand rpg, that could pass the "could your non-gamer older family members (parents) play it" test. Pokemon is going to be a good place to get inspiration, as it's an RPG for 10 year olds that works really well. Here are some ideas I have, contribute some ideas, feedback, and concepts! Lots of icons, reduce reading. A fire type spell should have a little fire icon next to it. Piggybank of existing vocabulary in the real world. This is a general idea, which I can't yet give example of yet it almost demands examples, but basically to use "real" iconography rather than "game-y" iconography. A few, potent, status ailments with obvious attacks. Reduced menu clutter, more choices make things more confusing. I'm going to include all the skills needed for a varied game, but especially in the early stages of the game, give the player time to get a feel for what they have and don't load on lots of skills at once. Only have 1-3 enemies to fight per battle. More targets are more clutter, add more choices, reduce clarity. Difficulty modes. An Easy mode is essential for accessibility. I might have harder battles give bigger rewards. It's an idea in progress. Easy mode is definitely in though. Reduce equipment.. Only have a few things to equip, with customization and obvious equipment effects in mind. I don't need all the default equips, accessories with special effects rather than outright attack+10 items. Don't make anything subtle. Every action, every consequence, should be obvious and predictable in combat. No surprises. So what else can a game do to pass the Parent test? Some ideas are just good game design, I know, but they're worth including... 'cuz! Any ideas to make things simple as possible without being too simple!