Game Designers' Note

Reasoning

Limited information

E.g. fog of war

Different certainties

  • Certain → Puzzle
  • Uncertain → Strategy
    • High complexity so players can't accurately predict — e.g. Civilization
    • A little Randomness — e.g. Rogue
    • game theory — PvP
  • Unpredictable → Dice
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Flavors of Difficulty
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Physical