Make sure to read the earlier posts on this topic to maximize your chances at understanding this one (1) (2) (3) :)
- the player thinks one of the possible decisions is the right one
- the right decision can realistically be calculated beforehand
(e.g. tick-tack-toe, overall WoW boss strategies for the average player)
- the right decision can not be calculated beforehand
- because the player doesn't have sufficient tools/time
(e.g. tournament chess against a computer, medium-term WoW boss fights)
- because the player does not have enough information
(e.g. poker, chess against a human, WoW boss tactics)
- because of luck
(e.g. gambling, RNGs, short-term WoW boss fights)
- but he is wrong
(e.g. public quest rewards in early Warhammer Online)
- the player thinks there is no right decision
- the choice is an incomparable
(e.g. looking good vs. being more effective, WoW boss fights)
- but he is wrong
(I can't think of an example, can you?)
Please note that the inability to predict one's own success at execution turns many games into 1.2.2. You don't know whether your next kick will hit the goal in soccer. You have to make an educated guess concerning the probability and use this guess to determine your course of action.
Please also note that many games become 1.2.2., because the opponent is not predictable. That's why chess against a human also has a lot to do with poker. At the end of the day the distinction between 1.2.1. and 1.2.2. blurs. A neuroscientist might be able to predict your opponent's next move, so it's not inherently unpredictable.
Finally, 1.2.3. could be considered a special case of 1.2.2. The point really is what the player thinks is responsible for his inability to predict the right decision a priori. If he thinks luck is responsible, his reaction is usually completely different than compared to somebody outsmarting him. Some players like the one more than the other and vice versa.
Why is this structure superior to the one given by Extra Credits? First, because Extra Credits talks about what is, not about what the player thinks. This might not always be a big difference, but at the end of the day what the player thinks is what counts. Second, because whether the player can access the right answer before he acts is more important than whether there is incomplete information or not.
Many choices fall into more than one category. WoW boss fights, obviously, also use random numbers, for example. And the player might even start to ponder whether it is more important to do the most dps (look good) or help the team. So WoW boss fights, among other things, also use incomparables. It doesn't surprise me at this point that WoW, despite all its failings, manages to keep your mind busy with so much stuff.