I seem to have a problem with some of my more recent projects. It has to deal with how 'turbulent' to make the game. Not enough, or too much ruins the game.
On one hand I have games where once someone has a slight lead, they are definitely going to win unless they do something stupid. Nobody else can stop them. It is even more frusterating when the slight lead seems like it could have happened to anyone, and the game boils down to the luck of the initial position.
On the other hand I have games where someone can work hard on a certain stratagy, but it is easily killed by another player, either by being lucky, or use of an unbalanced mechanic. These kind of games are too unpredictable, and there is also a disconnect from the players.
Sometimes I have games where they are one extreme, but a small change in the rules sends it to the other extreme.
Both of these tend to make a game not very fun. They seem very different but they both end up being based on lucky circumstances determining the game, and not skill.
What is a good way to get around these problems. Any signs that pop up in the game design that warn you?
I guess I would need more specific situation information, to come up with some possible ways to introduce more control, or the ability to dial a game one way or the other while designing.
A couple times I've just gotten lucky, thrown my ideas on the table, let different strategies pop up, and the approaches/players ended up being fairly even, or at least a good foundation to start tweaking from.