I think the best games do this. Cara mentioned the FPS example, but to be frank, it applies to anything: card games; beat-em-ups; sports; real-time-strategy. The first read has to be clear, broad: grokkable, and also aesthetically enticing. Once enticed, you need that detail to repeat, to be fractal, to be backed up by substance. And then, as you delve deeper, into expertise and experience, there’s still depth to reward you, but it never clashes against that first read you had, the thing that sucked you in.
Interesting thoughts from Tom on designing for different degrees of appreciation.