I think you discount a certain type of discovery that exists in Chess, and even WoW.
I can memorize as many openings or end game scenarios as I like and in spite of that, there will be opportunities to test something new in almost every game against an evenly matched opponent. I will have not
created anything, but I will have discovered something for myself, and that is always exciting. It was not Simon Says, it was not acquired knowledge, and no amount of either of these could prevent this type of discovery from happening.
Similarly, In WoW you could read as many guides, and watch as many videos as you like - though it's worth pointing out, there have been very few PvP guides - and you will still have to discover for you self what good positioning is, and how to maintain it while you peel, or pressure, or whatever. You won't be the first one to discover good positioning, but it is a discovery that only you can make.
I agree, there is nothing like the rush of a virginal discovery.
I think the possibility for discovery of absolutely new material in Avalon is largely a result of the size of the player base. Let's be generous and say that at any given time there were 50 players active in Avalon. How many of them were fighters? How many of those fighters were creative? (By the way you didn't answer my other questions. I cried.)
Chess is an ancient and static game so, as you point out, very few people have the opportunity to add to the game. To the contrary, I think there is space to discover absolutely new tricks and tactics in WoW. It's just that fewer people are making discoveries relative to the size of the player base.
The first person to discover Expose over Gouge, Sap, or Blind, must have freaked the fuck out. Then later, someone figured out the perfect way to macro it, though it can be done without a macro. Arena in the 3v3 bracket has become sufficiently complex that there can be new discoveries every content patch. It happens in other brackets and in dueling as well, but the 3v3 bracket is less rife with counter-comping or the preponderance of a particular class.
Blizzard wants the 3v3 bracket to be elegant, which is to say they don't any amount of player research to cause it to degenerate into tic-tac-toe; they want it to be more than memorizing skills and reacting to debuffs, colors, and sounds.
I should be so cruel to point out that in Avalon there is no way to know, for most, if your putative discovery is truly new. This is
precisely because acquired knowledge is often not inherited. Like I've said, this shouldn't devalue honest, though unoriginal discoveries.
How am I to know I was the first to realize that STUN and movement as a result of HUNT didn't break HAMMERFIST? I suspect I was, because it was changed shortly after i posted it to my guild forums (teehee). That still doesn't mean that Narissa or yourself didn't notice it and think, "If I use this it will be removed, so I won't bother." The thought of prior discovery certainly didn't dampen my excitement. I was fucking thrilled. OMG.
I agree wholeheartedly that socializing that occurs between fighters is a huge part of the game. I just don't feel this would change if a more information were available about basic mechanics. The same discussions would take place, just starting at a higher level of understanding.
Cheats and guides destroy only games that lack elegance.
This isn't true for all solitary games. In particular, puzzles are ruined when completed with a guide.
I would say the Rubik's Cube is an elegant game. Although, even then we must ask what the goal is. Do you wish only to solve the cube? Do you aim to figure out a set of algorithms to arrive at a solution? Do you want create your own solution (have they all been enumerated)? If you do do you want a low number of twists or a low number algorithms? Do you want to prove (understand) why a particular set of algorithms yield a solution? In the last sense mathematical proof becomes a game, insofar as it is puzzle.
Tetris remains unscathed. (I lost even with Game-Genie).