Part of the reason I play games is to reinforce my ego after a hard day, to remind myself that I might have some value after all. If I wanted a game that can’t be defeated, I could stick to real life.
Once a player gets to a high enough level, the game pretty much decides who is going to win before the game starts. Only a masochist would play knowing that game will eventually place winning out the reach of even the best player. The speed of the game by itself would be one thing. I would probably lose on this alone, if I ever got to that level. But the game has both inherent an egregious advantages.
Inherent: The human player has to locate and use eye-hand coordination to remove tiles. The game knows where all the tiles are and never misses them. The human doesn’t know where the tiles are and has to search for them. The human player has to hit the tile almost exactly to choose it; misses are common. The tiles can be made larger but then the field of play becomes so large that the tiles take much longer to scan, even if all the tile remain visible on the screen. In some of the larger stacks enlarging the tile moves some of them beyond the border of the screen making it imperative to move the stack to see all of them.
Egregious: The game chooses the stack and the speed of play. Since I am old, maybe that is why I can’t keep up with the speed of some stacks (that’s not the game’s fault, that’s on me.) Some of the stacks have 400 or 500 tiles. A computer can remember 400 or 500 tiles. Without an eidetic memory, a human can only remember a handful. I consider this fair play when there are only 3 or 4 hidden tiles and they are located in a relatively small area. Some stacks have as many as 50 or 60 tiles that are hidden from any (and all) particular vantage(s). Others have matching tiles that are only visible from different vantages. When the player goes to turn the stack, often the first tile selected “unselects” and it takes several attempts to select both the tiles. There are times the tiles are so hidden and the stack must be turned at such an extreme angles (and it takes a while to find the one particular angle from which the hidden tile is visible) that it is hard to even read the tile. Again, the computer player doesn’t need to see the tiles to play them and it never misses the tiles it selects.
Setting this type of impediments in the way of the human player ultimately makes the game unsatisfying.
Romeo Sierralpha about Moonlight Mahjong, v3.2.2