This has been on my mind this weekend:
0: No randomized elements, no hidden information (e.g., Chess or tic tac toe, Hive)
1: No randomized elements, asymmetric information (e.g., LOTR: The Confrontation, Kemet)
2: Randomized events, players given tools to adapt (e.g., Castles of Burgundy, Dominion)
3: Randomized results, players manage probabilities or large sample size (e.g., Quacks, Catan)
4: Randomized events, players given limited options to adapt (e.g., Sorry!, Kahuna)
5: Randomized results, players given limited or no options to control (e.g., Bingo, Chutes & Ladders)
Of course it isn’t a clean vector. What about a game like Gaia Project, where there is only a randomized setup and no in-game randomized events, no hidden information, but you have limited ability to adapt to player blocking? It could feel like a 0, 2, or even 4 depending on what transpires.
And the things I’ve included aren’t all exclusive, they can be combined in different ways.
I think a barer scale would be “No uncertainty but your opponent’s decisions, Hidden information, Disruption with either mitigating mechanics or normal curve predicatablity, disruption for disruption’s sake.”
There’s a place for all of these. I can have a good time winning or complaining about Bingo. Each just has to be wrapped in an appropriate wrapper. I’m drawn again to cite Polis’s D4 rolls for siege which are a level 5 element in what should be a level 1 or 2 game. I still like the game, you just have to adjust your approach (or use the 2e houserules) in respect of the gamebreaking volatility.
However, I tend toward the middle, 1-3, all things considered. 0, as @yashima stated, can just be stressful and more combative than I want. At level 1 I really enjoy the mindgames of trying to anticipate what your opponent has. At levels 2 and 3 I really like the chaos and testing myself against shifting ground, whether it is game or opponent driven.