In a recent thread, someone suggested the following in relation to my questions about hidden bidding mechanics and hidden information in general.
Not saying there's never a context in which hidden information isn't interesting -- it often is -- just saying that designers who are looking to come up with, for example, the perfect double-blind movement system, may be doing so without a clear gameplay purpose in mind.
I didn't have a good answer for this at the time, since I have never really been able to put my finger on why I like games which make good use of hidden information. However, since then, I have been reading up about Caylus, as I'm going to be playing it for the first time soon. I was reading through the Tao of Gaming's Caylus strategy document (at http://gaming.powerblogs.com/posts/1136589872.shtml ) and came upon an interesting discussion about whether caylus has any real long term strategy or not. To quote:
This is all mitigated by the fact that I can't define what a "strategic" game is. But I know it when I see it :)
Like Chris, I too feel that the heaviest strategy only happens in games with hidden information. I think the two types of strategic game Chris is talking about (chess vs hidden information elements) both involve putting into effect a plan that will win them the game. The differences between them is
(1) in chess the plan works because the particular opponent may not know the counter for the move that is done. **So in this case strategy works because the countering set of plays is not identified or known.**
(2) in the hidden information game strategy works because hidden information means time to react may not be possible (as in when I use a strategy of deploying my starting forces on my southern border instead of my western border catching my foe unprepared) Here a countering play may be known, but its too late to put it into effect. **So in this case strategy works because the countering plays are too late to use**
So for me strategy is at its heaviest with the second hidden information option. At least that is my stab at this for now.
I think I kind of agree with this analysis, it captures what I was unable to express earlier about why I like games with hidden information in preference to games which are all about analysing a large amount of fully 'open' information. What do people think? I'm interested in the answer because I am trying to work out if I want hidden info in my game, and if so, how much.
Actually, I think that RSP is an example of simultaneous action selection. Not the same thing at all, I think, unless we are being very pure about our definitions.