I've spent nineteen years designing game systems and nearly three decades playing them across every genre and platform. That experience has one consistent lesson: players will tolerate a surprising amount of friction (bugs, difficulty spikes, rough edges, mechanical complexity) if they believe the system is fair. The moment they don't, something breaks in the relationship between the player and the system. Not always fatally, but always noticeably, and always at a cost.

Fairness is the load-bearing principle beneath every game system: progression, economy, AI, live events, loot, rewards. Every system makes an implicit promise to the player about how it works. The moment that promise feels broken, the system loses the player.

Here are ten ways that promise gets broken, and where possible, what doing it right looks like.


01

Combat

Players die without knowing why

If a player can't reconstruct what killed them, the system failed to communicate threat clearly enough. Dying to something you couldn't read doesn't feel like a challenge, it feels arbitrary. There are two distinct ways this happens: the threat arrives before it can be seen, or the visual and the hitbox tell different stories.

Remnant: From the Ashes regularly fires projectiles from off-screen enemies with minimal warning. The threat is real but invisible until it's too late. Plesioth in early Monster Hunter titles is the other failure mode: players who visibly dodge the hip check still take damage, because the hitbox extends far beyond what the animation suggests. In both cases the player did the right thing and died anyway.

02

AI

Enemies that can't die when the player needs them to

Scripted immortality in a system that otherwise teaches players to kill things is a broken promise. The player did everything right. The system refused to acknowledge it. No amount of narrative justification fully repairs that moment, because the rules visibly changed without warning.

Ghost of Tsushima's early bridge encounter forces a scripted loss regardless of player performance, undermining the combat system's own logic at the moment it matters most. Bloodborne handles the same tension differently: the very first enemy in the game, a werewolf that attacks you unarmed in the opening sequence, can actually be killed if the player is patient and skilled enough. There is no reward for doing so. The system simply keeps its promise: if you earn the kill, you get it.

03

Loot

You can see what you want, but you can't have it

When an enemy visibly carries a weapon and doesn't drop it on death, the system has made and immediately broken a promise in the same moment. The player earned the kill. The reward they could see wasn't there. Randomised loot tables that ignore what enemies are actually carrying sever the connection between action and outcome.

The Division's enemies carry visible, identifiable weapons and drop randomised gear with no relationship to what they were using. Starfield takes the opposite approach: what an enemy carries is what you find on their body. The promise is made and kept every time.

04

Loot

Rare drops with no way to improve your odds

Grinding isn't inherently unfair. Players will repeat content willingly if they believe effort increases their chances. What feels unfair is when the system gives no indication of how drops work, which actions improve your odds, or whether you're doing anything meaningful at all. Invisible RNG severs effort from outcome just as surely as bad combat feedback does.

Early Monster Hunter titles were notorious for this: a Rathian Heart might take fifteen hunts to drop, with no in-game guidance on how to improve those odds. Monster Hunter Wilds addresses it directly with full drop rate tables, part break bonuses, and investigation quests with guaranteed rare rewards. The grind is still there, but the system now tells you how to engage with it meaningfully.

05

Economy

Items have hidden value the player can't see

When items appear worthless, players discard or sell them without hesitation. If those items later become essential, the system has punished a rational decision made with incomplete information. Players don't blame themselves, they blame the game, and they're right to.

Arc Raiders teaches players to treat certain items as vendor trash early on, then silently reframes those same items as quest-critical several hours in. The promise that the game is telling you what matters is broken long before the player realises it.

06

Rewards

The system trains you not to use its best content

When a rare reward comes with a cost the system never adequately communicates, players will hoard it indefinitely rather than risk losing it. The implicit promise of a powerful item is that it makes you stronger when you use it. When loss aversion makes using it feel worse than keeping it, the reward has become a burden, and a system that turns its own rewards into burdens has broken something fundamental.

Breath of the Wild's rare weapons (the Edge of Duality, the Savage Lynel Crusher) sit in inventories unused across entire playthroughs, saved for a moment that never comes. Fallout 4's Power Armor is handed to the player within the first hour, then abandoned almost immediately once fusion core drain kicks in. In both cases the system gave players something exceptional and then made them afraid to touch it.

07

Progression

Not all progress counts equally

When a system's difficulty scales against total player level but rewards investment in non-combat skills with no combat return, players who explore broadly are quietly penalised. They did everything the game appeared to encourage, and ended up weaker for it. The gap between what the system implies and what it delivers is a fairness failure.

The Elder Scrolls series has wrestled with this for decades. Levelling speechcraft or alchemy raises your overall level, which scales enemy difficulty, leaving players who engaged with the world on its own terms feeling punished for doing so.

08

Live events

Rewards that punish a single missed login

A 30-day event that penalises any absence isn't a content offering, it's a loyalty test the player didn't agree to take. The implicit promise of live content is that engagement is rewarded. Designing around absence rather than presence turns that promise into a threat.

Marvel Snap's season pass gets this right. Missions unlock progressively across each weekly chapter, but once unlocked they stay available for the rest of the month, so missing a few days, or even a full week, doesn't lock you out of the rewards. The system rewards engagement without punishing absence.

09

Live events

Pricing that makes free play unviable

When a free-to-play game raises the in-game currency cost of competitive items to levels no reasonable amount of play can sustain, the implicit promise of the model that skill and time are a legitimate path to progression is broken. What was positioned as a choice between paying and playing becomes a choice between paying and losing.

Battlefield Heroes launched on the promise that good players could earn competitive weapons through play alone. A late-2009 store update raised Valor Point prices across the board and converted all free-currency weapons to short-term rentals, while keeping paid-currency weapons permanent. Players calculated that maintaining a single top-tier weapon now required roughly five hours of winning play per day. The game that players had been promised no longer existed.

10

Social systems

Progress locked behind other people's choices

When meaningful rewards require other players to participate (friends who may not play, guild members with different schedules, strangers who need to cooperate) the system has outsourced fairness to factors entirely outside the player's control. A player who does everything right can still fail because of someone else's absence. That's not challenge, it's dependency dressed as design.

Honor of Kings gates friendship-based challenges and rewards behind active use of its friend system, effectively requiring players to recruit and coordinate others just to access content the game implies is available to everyone.

Most of these failures share a root cause: a gap between what the system implies and what it actually delivers. Closing that gap, making sure every promise the system makes is one it keeps, is what separates systems players trust from systems they abandon.