In principle, any game where the player has a full specification of how the game works is immune to this specific failure mode, whether it’s multiplayer or not. (I say “in principle” because this depends on the player actually using the info; I predict most people playing Slay the Spire for the first time will not read the full list of cards before they start, even if they can.)
The one-shot nature makes me more concerned about this specific issue, rather than less. In a many-shot context, you get opportunities to empirically learn info that you’d otherwise need to “read the designer’s mind” to guess.
Mixing in “real-world” activities presumably helps.
If it were restricted only to games, then playing a variety of games seems to me like it would help a little but not that much (except to the extent that you add in games that don’t have this problem in the first place). Heuristics for reading the designer’s mind often apply to multiple game genres (partly, but not solely, because approx. all genres now have “RPG” in their metaphorical DNA), and even if different heuristics are required it’s not clear that would help much if each individual heuristic is still oriented around mind-reading.
In principle, any game where the player has a full specification of how the game works is immune to this specific failure mode, whether it’s multiplayer or not. (I say “in principle” because this depends on the player actually using the info; I predict most people playing Slay the Spire for the first time will not read the full list of cards before they start, even if they can.)
The one-shot nature makes me more concerned about this specific issue, rather than less. In a many-shot context, you get opportunities to empirically learn info that you’d otherwise need to “read the designer’s mind” to guess.
Mixing in “real-world” activities presumably helps.
If it were restricted only to games, then playing a variety of games seems to me like it would help a little but not that much (except to the extent that you add in games that don’t have this problem in the first place). Heuristics for reading the designer’s mind often apply to multiple game genres (partly, but not solely, because approx. all genres now have “RPG” in their metaphorical DNA), and even if different heuristics are required it’s not clear that would help much if each individual heuristic is still oriented around mind-reading.