If you want to present a challenge to the user-- at least, short of basing the challenge on reflexes-- you have only a few options.
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You have to disguise the cells, disguise the states, make it nonobvious what state to put the cells in, or make it nonobvious in what order.
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Except rogulikes. Yah! We've got an evergreen game design. Randomise the state space and go crazy.
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nethack's ascension kids say otherwise
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I made a game a few years ago about this: http://romankalinovski.com/#/digital-projects/ … Scroll down to "Black Box."
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the player is given two views of the game: a graphical representation and a list of all the game's variables
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PsXXYborg is interesting because the control of physical space means you can dictate player experience to some degree
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Little bit harder to do that when you're an app someone downloaded on a lark
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this is fascinating. question: in games that rely on hand-eye coord., the player already sees the cells, but does that matter?
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hand-eye coordination fixes a lot of things by giving player something else to do. also you can't brute-force if time is limited
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