> Video games don't work well with this model because in most video games a) information is perfect and b) results are deterministic.
Neither of these are true in the strategy games the parent comment refers to. They mention playing "in real time", and I interpret that to mean real-time strategy games. In those games, you generally have:
1) Fog of war. You can only see the play area near where you have units. Enemy movements outside of that region are hidden from you. So you are constantly discovering new information as your unit moves around, and having to deal with where you thought the enemy was being wrong.
2) Randomized damage. Most attacks don't do a fixed amount of damage and instead do a certain amount of "rolling the dice". You know on average how much damage X will do against Y, but not the results of any single hit until after it has happened.
Neither of these are true in the strategy games the parent comment refers to. They mention playing "in real time", and I interpret that to mean real-time strategy games. In those games, you generally have:
1) Fog of war. You can only see the play area near where you have units. Enemy movements outside of that region are hidden from you. So you are constantly discovering new information as your unit moves around, and having to deal with where you thought the enemy was being wrong.
2) Randomized damage. Most attacks don't do a fixed amount of damage and instead do a certain amount of "rolling the dice". You know on average how much damage X will do against Y, but not the results of any single hit until after it has happened.