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There are tabletop wargames for the consumer/hobby market that do try to include various kinds of friction in the gameplay. Both the classic Memoir 44 [1] and the Undaunted series [2] have you issue orders from a hand of cards drawn from a deck.

Memoir 44 divides the board into three segments (a center and two flanks) and your cards to issue orders always apply to a specific segment (e.g. right flank). Lacking the cards in your hand to issue the orders you might want simulates those orders not making to the front lines.

Undaunted explicitly has Fog of War cards which you can't do anything with. They gum up your deck and simulate that same friction of imperfect comms.

Atlantic Chase [3], a more complex game, uses a system of trajectories to obscure the exact position of ships and force you to reason about where they might be on any given turn. The Hunt [4] is a more accessible take on the same scenario (the Hunt for the Graf Spee) that uses hidden movement for its friction.

I don't know how many of these ideas leap across to computer games, but designing friction into the experience has been a part of tabletop wargames for a long time.

[1]: https://boardgamegeek.com/boardgame/10630/memoir-44

[2]: https://boardgamegeek.com/boardgame/268864/undaunted-normand...

[3]: https://boardgamegeek.com/boardgame/251747/atlantic-chase-th...

[4]: https://boardgamegeek.com/boardgame/376223/the-hunt




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