To use trial and error combat in mmorpgs?
The usual way to deal with this is to give feedback to the player of partial failures, through a health system. If you use good tactics, you can get through the first wave of enemies with no damage. If you use bad tactics, you'll just barely make it through. That's the game telling you, "refine your timing" or "try something different". As you move forward in the game, the margin of error shrinks, so if you haven't learned what you were doing wrong yet, you eventually get a harder failure state.
Fast paced combat can still have good tactical complexity, see for example high level fighting game players.
I'm not sure what you mean by variety and experimentation being in competition. In general, I'd think the opposite: that with more variety you have more opportunity to experiment.
Also, besides experimentation there is also logic and intuition. Given a new problem, if the player choices are logical at some point they could be expected to simply reason out the right approach.
As you move forward in the game, the margin of error shrinks, so if you haven't learned what you were doing wrong yet, you eventually get a harder failure state.Fast paced combat can still have good tactical complexity, see for example high level fighting game players.
This however only works with unchanging facts, general gameplay principles, opponents that are standardised or the painful memorization of skill/move animations
If you have changing enemies and circumstances you first need to learn relevant informations and learn how to adapt your gameplay, even in graphical form the amount of information you can convey and process in a short timeframe is limited.
I'm not sure what you mean by variety and experimentation being in competition. In general, I'd think the opposite: that with more variety you have more opportunity to experiment.
When you create a character build you usually choose a general strategy or a repertoir of responses. If your character is about hit and run any variation can only take place within that strategy, if you already choose what defensive or offensive response you have available you already reduced the number of choices/options you have in a situation.
Also, besides experimentation there is also logic and intuition. Given a new problem, if the player choices are logical at some point they could be expected to simply reason out the right approach.
I hope you only accidently use the word experimentation here, because when I used the word I meant it in a larger context of figuring out a strategy, character build etc not synonym with trial and error, and even when I talk about trial and error I never mean blind guesses, but logically guided, assisted ones.