Desiging a game that can't be solved with computers
I think I now understand how to design a game to be basically unsolvable by computers.
Basically imagine the game is two players competing to sell more T-shirts.
One player goal is to sell more red T-shirts and the other is blue T-shirts.
But the game has 3 systems that interact using probabilistic gameplay loops like gathering the raw materials, then crafting the materials, then paying taxes and then like selling the T-shirts to npcs.
But at the same time, both players have to like exchange items in these loops to get materials and items you need but also exchange them for items and materials you have.
Eventually all items and materials are important for a clear strategy in the rules, but that strategy has a clear counter strategy, like RPS layers of counter strategies arranged in a graph of triangular relationships.
Basically imagine the game is two players competing to sell more T-shirts.
One player goal is to sell more red T-shirts and the other is blue T-shirts.
But the game has 3 systems that interact using probabilistic gameplay loops like gathering the raw materials, then crafting the materials, then paying taxes and then like selling the T-shirts to npcs.
But at the same time, both players have to like exchange items in these loops to get materials and items you need but also exchange them for items and materials you have.
Eventually all items and materials are important for a clear strategy in the rules, but that strategy has a clear counter strategy, like RPS layers of counter strategies arranged in a graph of triangular relationships.