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One of the troubles with asymmetric game design like this is that you have to disallow game mechanics or strategies which are fun in single player mode which would be catastrophic in multiplayer.

(A surprising amount of non-entertainment software has this problem, too.)
There are related insights, like "Why don't we make the enemies smarter?"

The customer doesn't want to be challenged. The customer wants to feel challenged prior to winning.
(One of the great, great lines about this was lampooned in World of Warcraft by the developers, in the speaking voice of a boss character: "Kill the one in the dress!"

*Of course* if the NPCs were genre savvy they'd kill the healer first, but their job *is to lose.*)
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