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Yes that is true that game at first sight is playable for everyone. There is nothing fancy there on interface level and it is not a problem to follow some basic mechanics (btw I have written first version of this game when I was 15 years old on Commodore 64). 

 Still when you play it there are some concepts which is hard to understand for younger persons. 

  • For learning economics it is bit tricky of course it works on long term but now players wants immediately reward, as there is some randomness in the game (based on the principle "Art is not the math") some players have problem with this. 
  • Also problem is to understand the currency in the game are not USD but some abstract currency which is not comparable with anything in the world (especially with salaries or profits real movies which are currently in BoxOffice). 
  • Another concept is abstraction for example limited number of cast "Why I can't hire unlimited number of actors like in Avengers". 
  • Or why you can cast sport star or political in the movie? (it looks that more choices is problem for some players)
  • game can be taken a bit more seriously or less seriously (and some players have problem with party "why so serious" ;)

About knowing the movie it partially true as it is not mandatory but it gives some additional context and layers of fun (with cult characters concept or cult movies which based on IMDB real films)

So there are small things which requires some abstract thinking and younger audience have problem with it. 

So to make it summary yes as you write this is for mature players in not common sense (as most of the ratings based on content) but still I would like to suggest some age category for players. As you do not watch Tarkowsky's or Bergman's movies with 7 yo kid.

P.S. I won't comment your movies preferences as everybody has it's own taste and perception of specific movies :)

I saw 2001 only a few weeks ago... ;-)   High expectations, because the movie was so acclaimed. 

The concepts and mechanics are not causing the problems, the way you describe it, imho. Having fantasy currency is  the norm in games. Having hidden   preferences   of your   toons is not a problem either, you  just have to figure them out. And if the game (accurately) teaches long term  economics, yay, tag for educational.   Limitations of party size is a staple of any game you control more than one toon.   You do not hire a thief to fill a mage's role either. All those concepts are well known and understandable to even young players.

I do not think, I  get what you mean with abstract thinking. The whole concept of playing a game is an excercise in abstract thinking.    You do see the results of your planning in the game, do you not? I remember distinctly  from your video that you even see how the audience reacts and to what. Like having the setting in a specific region.   What is "abstract" about making the connection that certain combinations will have certain effects? That is not different from  improving your damage per second in an mmo that is played by 12yo.

People will probably not get the assumed easter eggs, if they do not know the movies they recreate. That is a given. 

I am not sure, if the kids that now perceive the game as difficult would have a different opinion,  if they first encountered the game as a mature adult. My guess the problem is not difficulty, but appeal. Your game looks like an accountant software. Kids dig difficulty in general.  Just look at "nintendo hard" or Dark Souls. But just like    adults, not all kids dig difficulty. Or management games. But the thing is, more people are playing games nowayday then back in the 80s.  Gamer kids back then were more nerdy, and those gamers  are adults now. So I  presume, that adult gamers are currently a little bit more  nerdy than the younger gamers. And your game looks like it appeals to the nerd in all of us. Fussing about details as an accountant.