I wonder if Keith is familiar with the concept of “coupling” from software engineering.
I think that the property of games with a strong core mechanism that actually makes them good is that they have strong coupling. This means that the various mechanics of the game are very strongly interconnected. Each action in any given system has a clear, direct effect on many other systems and you cannot understand any system of the game in isolation from the others.
In software, tight coupling is very bad, because it prevents you from breaking down your code into discrete comprehensible sections and thus understanding the entire system in such a way as to actually be able to solve problems. A system with only a few simple components can be a nightmare to work with if they’re highly coupled.
But in games having total understanding is bad, that means the game is close to dead. And having a game with lots of simple systems that are easy to understand but an overall system that is very complicated and multifaceted is like, the holy grail of game design.
When Keith talks about a “clockwork game” I think what he means is “games with very strong dependency between systems” And yeah, games with a strong “core mechanism” will be have high coupling.
Codex doesn’t have a core mechanism but it’s got really, really strong coupling. All the various different systems, hand size, tech level, building damage, board state, money economy, deck size, board state, patrol zone, cycle speed, tech progression. They’re all really tightly linked. No decision that you make in game affects only one of these systems. Every decision has effects on multiple axes which makes them super ambiguous and makes the game strategically deep.
A game with a strong core mechanism will have strong coupling/dependency because each subsystem or supporting mechanic will touch the core mechanism. But it’s not the core mechanic that’s important. It’s the property of high dependency that arises from that structure that leads to compelling gameplay.