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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It's a common way to neutralize dissidence within large organizations. If you label the source of 'disruptive' comments "Head of Diversity", then that awareness strips away the element of surprise, making the individual impotent.
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This is why I find it distasteful when "I don't know what I don't know." is gleefully parroted for virtue signaling. It's creating and labelling a box "Surprise Unknowns" when the whole point is about things that can't be boxed and labelled.
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Rather than act as a humbling force, it's used as a free pass for ignorance. Whenever something surprising happens the response it "Well why didn't anyone put it in the box?"
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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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