Quote:An example I keep thinking of is choice of equipment or spells/skills in an RPG-like game - how do you make such a choice interesting, and make it so that - given the same resources available to all - good players will be able to pick better combinations, but not necessarily be able to know which is mathematically the best?
You are right, the S/P/R system is mainly good for direct confrontations. In a game of spells and weapons, this S/P/R system will mainly apply during the confrontation. However, indirect confrontations and also befit from S/P/R, but it is harder to apply and you have to approach it more abstractly.
A batter system for non confrontational choices might be through a Cost/Benefit system, where each choice has something that is good, and something that is bad. This way the player has to deal with the bad to ge the good, and if they can only choose one, then they have an interesting decision to make (that is what reward do they want and at what cost?).
Also (a bit off topic), here are a couple of wikipedia articles that might be of interest:
http://en.wikipedia.org/wiki/Game_theory
Game theory is always a good place to start.
http://en.wikipedia.org/wiki/Prisoner's_dilemma
A good place to start when trying to understand game theory
http://en.wikipedia.org/wiki/Diner%27s_dilemma
An interesting modification to the basic prisoners dilemma
http://en.wikipedia.org/wiki/Ultimatum_game
An interesting game that when performed in real life (using repetitions among people that communicate with each other) shows the origin of Altruism (that the cheats get punished).
http://en.wikipedia.org/wiki/Tragedy_of_the_commons
It would be interesting if this could be applied to an RTS game.
I think that the Ultimatum game and the Tragedy of the Commons might create a new and interesting way to give resources to players in an RTS game (imagine an RTS where the resources are split between you and your opponent through an ultimatum game mechanic, or one where you share a common resource that regenerates slowly, but if it is depleted it can't regenerate).
Or you could weave a prisoners dilemma into an RPG plot.
The advantage of understanding Game theory, although it is not always useful for actual games (it is better to economics and politics than games for fun), is that it gives you a tool to craft and test situations where players have to make choices, and it can lead to interesting applications of them in a game with a bit of imagination.
By using game theory to help craft a set of choices available to the player you can control the expected pay-offs and penalties associated with a set of choices and easily see and balance them.