In some ways it would be scrupulously fair:
- generous and robust checkpoints or quicksave/load system
- if there's an RNG chance of something, the calculations will be displayed and accurate (looking at you, XCom)
- if the PC dies, there will be a death screen explaining exactly what happened
- in general, information will not be hidden
- prompts and tutorials will be prominent, exact, and highly visible
And then the sarcasm and stonewalling kicks in:
- those prompts and tutorials that are prominent and highly visible do not go away until the player does the thing, you can't just ignore them
- dodge-rolling and bunny-hopping are absolutely options; constantly doing either is slower than base walking
- there is never anything behind waterfalls
- there is never anything inside Random Containers
- there will be a lot of breakables; there will be consequences for breaking them
- there will be a lot of NPCs; there will be consequences for harassing or hitting them
- attempts to shortcut, speedrun, or sequence-break will either lead to a 'back where you started' loop, or death
Hey, I never said it was a thought exercise in developing a fun game to play...

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