Here’s a thought.
Good games are ones where we make unsure trade-offs. Most games are either about reflexes or decisions. Decisions are more common in the kind of games I make, such as strategy and sim games. I think the two basic approaches to strategy/sim games are plate-spinning and trade offs.
Plate-spinning is where tons of stuff is happening at once and you are trying to stay on top of everything and keep everything from falling apart. Democracy 2 is very big on this aspect of design.
Trade-offs are much more common. Even games that are conventionally reflex ones, such as First person Shooters have a lot of trade-offs. You choose to be a medic, trading ammunition capacity for the ability to heal. You choose to be a scout, trading everything for the ability to move fast. Choosing to have more of X, means less of Y.
Where this system goes wrong in games, is where it is too clear, too obvious, too analytical, to decide exactly what the trade-off is. In other words, the number are a bit too explicit. If I *know* the details of every variable in the trade-off, then it simply becomes a matter of Vulcan logic. It’s when there is a suitable amount of fuzziness around the numbers, that the trade-off becomes one filled with uncertainty, anticipation, risk and excitement. You *think* the best choice is to risk building a new factory in the city, trading off increased pollution against lower unemployment…but you can’t really be *sure* that the numbers will go your way…
To me… that makes for a fun game. I don’t always need to know the numbers. Sometimes, just a hunch makes for more fun.