With these concepts I had to be as basic as possible for two reasons:
1. I was designing for a Nintendo DS and small details were my enemy. Onscreen all those little parts would just be a shimmering mess of pixels and not read at all.
2. These were going to be outsourced so anything I put in there would of been modeled or put into a texture sheet. And if you've ever dealt with outsourcing then you know all the problems that entails.
So with limited time, a limited poly count and the potential of creating a mess of pixels I needed these to be functional and at the same time not too detailed.