A common way multiplayer games feel unbalanced is through surprise or assassin characters. They take advantage unawareness. But since games are repetitive and players are hyper aware at competitive levels, these characters are not useful with no unawareness to exploit.
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The importance of surprise and unknowns is only relevant for infinite games. It's possible to slice out reality into a finite game and play matches over and over again to squeeze out the unknown. Within such a framework, 'surprise' characters can only act as noob bullies.
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Cats and other stalk/pounce predators rely on this surprise element. Within a finite game they end up as the "bad" side.
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