Ethan Hoeppner builds off of his definition of “information generalizability” and especially the difference between calculation (the “hard” mathematical solution to finding the best possible move) and analysis (the more intuitive and automatic process of making ambiguious decisions). Interestingly he also draws a connection to the “burden of optimal play”:

The fun strategy and the strategically optimal strategy should be one and the same, but if you give the player infinite time to calculate, they aren’t. You force the player to choose which strategy they will go with: the fun strategy of using analysis, or the boring-but-optimal strategy of using calculation.

Find out more at his blog: https://ethanhoeppner.github.io/gamedesign/turn-based-strategy-games-need-turn-timers.html