How do you prevent solvability in games of complete information? I think there are two things that are necessary, but I'd like your thoughts on it as well. By complete information, I mean that you are presented with all the information in the game in a way where you can process it. That is, there's no fog of war, no randomly ordered deck, no hidden hands, moves are slow enough to be reacted to (or turn-based), etc. Anyways, here are the two things I think are important: 1. Too much information to fully explore. This means that it would be unrealistic for players to fully explore every relevant move or gamestate in the game. Just put so much into the game that players are always learning, even years or decades after the game is made. 2. Information is varied enough that different players can build different valuation. I'm not sure how you would go about doing this—it might just happen naturally as a result of #1—but it seems important. You need different players to have different senses of valuation and not all come to the same conclusions. If two players both think that move A is the best move in a given situation, then suddenly the best move is actually B, which counters A. But then it's C, which counters B! Etc. This would be fine in a game that isn't complete information, as it give you a very simple RPS yomi, but in a game of complete information you get stuck in these whoever-goes-first-dies (Player A plays rock; being a game of complete information, player B knows this so he just plays paper and wins) or always-a-cats-game scenarios (see: Tic-tac-toe). Anyways, thoughts?