There are related insights, like "Why don't we make the enemies smarter?" The customer doesn't want to be challenged. The customer wants to feel challenged prior to winning.
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(One of the great, great lines about this was lampooned in World of Warcraft by the developers, in the speaking voice of a boss character: "Kill the one in the dress!" *Of course* if the NPCs were genre savvy they'd kill the healer first, but their job *is to lose.*)
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This is a classic game design pitfall where the design is fun for the *designer* instead of the player. If "secretly", no player will notice, hokay, let's skip that thousand hours of work. Mostly you see this in sim games; a huge complex formula is understood as 3d6 by players.
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I heard very early in life, can’t remember in what context, that a cannon of set design is “Make sure the budget ends up on screen” and that strikes me as such wildly underused advice.
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Another analogy would be balancing of the classes. E.g. It's nice to have the "report what activities cost how much" skill in single player, but it introduces the debuff "i just fill out the 20+ fields of a ticket randomly, since noone agrees what they mean" in multiplayer
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