Keith Burgun’s new piece contrasts the meaning of solvability in the computational sense with how it can be defined to be useful for game designers. On top of that it makes a few unusual points about how “too much depth” and in turn “too little sovability” can actually lead to the opposite of keeping the game interesting for its players in the long run.
Brett Lowey recently put together a whole collection of posts laying out the game design guidelines behind the BrainGoodGames releases. The ten “design commandments” contain many state-of-the-art design principles of deep and original strategy games.
But beyond “classics” such as elegance, emergence and ambiguity, there is also a strong focus on the experience of playing. Putting fun and constant intellectual enrichment first, as well as treating the player’s time as a valuable good, are core pillars of the described design philosophy.