
The prevailing thinking behind many strategy games over time has been to not reveal too much information to the player. Give them the black box, hold information back, and then figuring out the model of your strategy game becomes an engaging moment-to-moment game in and of itself. I remember playing dozens of hours of Civilization II, figuring out optimal strategy. Each round, each victory, I’d raise the difficulty, playing with fewer benefits, and subconsciously understand more and more of the black box, the tactics, tech, units, wonders and strategies the designers had created and put into that black box. It was a lot of fun.
In the last couple of years, two of the biggest indie success stories have come from turn based tactics gaming, and both of these games have thrown the black box out. I think there’s a design lesson in that.