There's always a line. Information can be technically available but also unduly helpful if only one side has access to it. It's probably best if such things are either out completely out in the open via the interface, or concealed.
For example, in over-the-board Wingspan, we don't maintain a running list of everyone's scores. Technically, everyone could keep a public or private tally on a notepad or spend time eyeballing eggs, summing up bird cards, and remembering the exact number of tucked cards...but who would? The information is nonetheless helpful to have, and I'm a) glad it's in the BGA version of the game and b) glad it's not absent from the BGA implementation yet available via a popular extension a subset of players have knowledge about.
But, that's a fairly minor thing. I can think of ways a sufficiently motivated user can develop highly informative tools using public information that may blur the line between just keeping track and telling you moves. There's this (really cool) chart on bonus card overlaps posted recently and an accompanying discussion on conditional probabilities. What if — keeping in mind all the cards both played and discarded, *and* excluding certain sets of cards you wouldn't want to play anyway, you could having a running % calculator on best bonus cards to draw and the chances of drawing them? Or the odds of drawing blind and matching your existing bonus cards? That could help a little, or a lot, and to some degree it's a built-in edge in that experienced players will have a better intuition, or a more dedicated player will take the time to work it out as best they can. It wouldn't feel nice however for only a subset of players to have an analytics suite pumping out all the exact numbers, nor would it make sense to overload every player with such data at every turn.
(And tools can probably get a good deal more sophisticated than that.)
I also agree that you can't really legislate this away. So it might be a worthwhile for each game developer to consider what set of information being public might unintentionally give rise to behavior that will divide opinion as to whether it's exploits or part of the game. Like, JMO re: the second case it might be prudent for Wingspan's discard piles to not be public. Though of course, it is also interesting that it is.
For example, in over-the-board Wingspan, we don't maintain a running list of everyone's scores. Technically, everyone could keep a public or private tally on a notepad or spend time eyeballing eggs, summing up bird cards, and remembering the exact number of tucked cards...but who would? The information is nonetheless helpful to have, and I'm a) glad it's in the BGA version of the game and b) glad it's not absent from the BGA implementation yet available via a popular extension a subset of players have knowledge about.
But, that's a fairly minor thing. I can think of ways a sufficiently motivated user can develop highly informative tools using public information that may blur the line between just keeping track and telling you moves. There's this (really cool) chart on bonus card overlaps posted recently and an accompanying discussion on conditional probabilities. What if — keeping in mind all the cards both played and discarded, *and* excluding certain sets of cards you wouldn't want to play anyway, you could having a running % calculator on best bonus cards to draw and the chances of drawing them? Or the odds of drawing blind and matching your existing bonus cards? That could help a little, or a lot, and to some degree it's a built-in edge in that experienced players will have a better intuition, or a more dedicated player will take the time to work it out as best they can. It wouldn't feel nice however for only a subset of players to have an analytics suite pumping out all the exact numbers, nor would it make sense to overload every player with such data at every turn.
(And tools can probably get a good deal more sophisticated than that.)
I also agree that you can't really legislate this away. So it might be a worthwhile for each game developer to consider what set of information being public might unintentionally give rise to behavior that will divide opinion as to whether it's exploits or part of the game. Like, JMO re: the second case it might be prudent for Wingspan's discard piles to not be public. Though of course, it is also interesting that it is.