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On Luck and Randomness In Games

Gamasutra has an article analyzing random events in games, and how they can add or subtract to a player's experience. It looks at the different ways luck plays a part in games; from landing a critical strike instead of a miss to the scatter of a shotgun blast to waiting for that blasted straight piece in Tetris. "Game developers are sometimes faced with similarly challenging decisions when contemplating whether to include some kind of deliberate randomness. For example, in the video game Unreal Tournament, when a player shoots at a target with the 'enforcer' weapon, the projectile does not necessarily hit the point that is aimed at; a random deviation is added that scatters shots. This introduces a degree of realism from an observer's perspective and no doubt gives beginners a fair chance against more experienced players, but it can also potentially frustrate skilled players."

156 comments

  1. Always nice to know by playerone · · Score: 2, Insightful

    Its always good to see that people who matter are actually thinking about ways to overcome obstacles.

    It also annoys me greatly when a steady handed and well aimed sniper round misses by a algorithm calculated bees proverbial.

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    --Question Authority--
    1. Re:Always nice to know by sykes1024 · · Score: 4, Insightful

      Even irl there's such a thing as wind, and even differences in air temperature along the path of travel can affect the path of the bullet. Not to mention irl you have to lead ahead of a moving target and account for the fact that the bullet will fall a bit on its way. :)

    2. Re:Always nice to know by Anonymous Coward · · Score: 0

      Well, depending on the game, different weapons may have different randomness characteristics (e.g. going to shoot someone up with the minigun, your bullet probably isn't going to fly in a straight line and take them out, but if you're using the sniper rifle it might work out). This provides a measure of depth to the game. This is good.

    3. Re:Always nice to know by mr_gorkajuice · · Score: 1

      You're right, you're right... but these are not random factors.

      Better physics! Less random factors! FTW!

    4. Re:Always nice to know by DNS-and-BIND · · Score: 1
      There's no physics reason that bullet paths can't be plotted accurately to include gravity, wind, humidity, etc...computers are great at that sort of thing. Instead, you either get ramrod-straight bullets (or Panzerfausts, I'm looking at you, Wolf:ET) or an algorithm that scatters the bullets without regard to aim.

      My belief is that people who make games about firearms have never actually used them, and any sufficiently advanced technology is indistinguishable from magic. You pull the trigger, the bullet goes straight...why do you have to lead to make sure that the bullet and the target arrive at the same place at the same time? It's not like this doesn't figure into EVERY SINGLE SHOT IN WARTIME. There's this belief that just because a bullet goes 2700 feet per second, it's the same as a totally flat trajectory...which is about as ignorant as talking about how "The Departed" won a Tony award last year.

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      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    5. Re:Always nice to know by Anonymous Coward · · Score: 0

      I agree with this.

      Golf games, from what i know, factor in such things. (well, maybe not humidity, anyone?)

    6. Re:Always nice to know by Purity+Of+Essence · · Score: 2, Insightful

      There's no physics reason that bullet paths can't be plotted accurately to include gravity, wind, humidity, etc...computers are great at that sort of thing.

      Sure there is. It's called limited computing resources. Collision tests involving parabolas and volumetric effects are far more costly than simple line-primitive collision tests.

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      +0 Meh
    7. Re:Always nice to know by Muad'Dave · · Score: 2, Informative

      Amen to that. Exterior ballistics is quite complicated. I deal with bullets at 4000 fps, and I can tell you that predicting the performance of any particular powder brand+load/primer/bullet shape+weight/barrel combination is next to impossible.

      If you want an overview of exterior ballistics, read this treatise. Specifically, this section gives the horribly complex equations of flight. Note that the ballistic coefficients are determined empirically, and any particular bullet has different BCs for different velocity ranges.

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      Tiller's Rule: Never use a word in written form that you've only heard and never read. You will end up looking foolish.
    8. Re:Always nice to know by uncledrax · · Score: 1

      Actually some games do (factor in at least rudimentary ballistics like BC), (looking at you RO).. most games do not or they use a cone-of-fire mechanism to 'approximate' it.

      Many of the games out there today have fairly short engagement distances.. at those short distances, the return on stuff in all those ballistics is pretty minimal.. as a programmer I would probably not even bother calculating ballistics at such distances, or fall back to a simple Cone-of-Fire setup.

      One of the other things about war games is, statistically, most people miss what they are firing at. A popular statistic used for WW2 is something like 2% of all rounds fired actually hit their opponent. This is in part to the subliminal influence of the combatant to NOT want to kill people. This is a factor that obviously doesn't exist in games.. you can call it something like the lack of 'fear of death' because you know that your opponent won't really die in a game.. and likewise, you won't really die either.

      When was the last time you played a game and got only a 2% hit ratio? Personally I average like 30-40% in L4D.. and I often just shoot indiscriminately through walls.

      I haven't played alot of the newer SWAT series, but the Sniper training scenario in SWAT (3?) was prob the most realistic I've played.. probably because in that section of the game, it's geared 100% towards putting a bullet on target.

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      In conclusion.. you will never be able to simulate everything that goes into putting a bullet on target inside of a video game 100% realistically, but most game developers are to (lazy|deadline bound|never thought about it) and stick to a simplified random style Cone-of-Fire for most of their ballistics. It's easier for the programmer, faster for the game.

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      ----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
    9. Re:Always nice to know by Anonymous Coward · · Score: 0

      Have you actually been outside when its windy? Thats pretty chaotic, and the closest we can come up with is a fairly narrowband randomness to wind direction, if you account for wind against buildings and turbulence, it can make a fair difference, though only on longer distances.

    10. Re:Always nice to know by KDR_11k · · Score: 1

      Many of the games out there today have fairly short engagement distances..

      I think that's by far the biggest factor, any distance over 100m (and often even less) is considered the domain of sniper rifles in most games. It's even worse in analog-stick controlled games since they have a lower range of speeds the player can input so putting the crosshairs exactly over the target can be hard if the player is supposed to turn around quickly too. Well, okay, it's not a problem in the EDF series but targets in those games are literally the size of a barn.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    11. Re:Always nice to know by Anonymous Coward · · Score: 0

      I'm not your typical FPS player, so I'm not sure my opinion counts for much. The only FPS I ever recall enjoying was Robocop for the Amiga. Your shot was always more accurate if you spent longer taking aim - the cross-hairs had a wobbly motion that would stabilize if the mouse was stationary. Also, there was the risk of hitting civilians which you had an incentive to try to avoid.

      I'm not sure I'd have enjoyed it as much if there was the realism of having to account for wind or air temparature, but I can see how that sort of thing would have a niche, like "Sega Bass Fishing".

  2. FFXI by Chlorus · · Score: 2, Insightful

    I used to play FFXI, but one of the things that eventually drove me away from the game was the randomness of nearly everything. It was irritating to go nearly 0/10+ (and I've heard horror stories of worse) on rare item drops while Billy teh n00b would get it on first drop. Oh, and there's nothing more fun than fighting a hard fight and getting nothing as a reward. I can understand the developer's desire to keep certain items rare, but such low drop rates aren't the way to do it. I would have preferred they made the fights harder, not more random.

    1. Re:FFXI by SanityInAnarchy · · Score: 1

      But, harder fights won't accomplish that goal of making them rare. Players will just get better.

      The drop rate is just as crude, but at least there, you've got the possibility of cheating and completely arbitrating it -- of setting a drop rate by some unit of time, say, or as a percentage of the player base, rather than simply a percent chance on every attempt.

      --
      Don't thank God, thank a doctor!
    2. Re:FFXI by RogueyWon · · Score: 1

      Ohhhh... the joys of camping Leaping Lizzy. I spent so many hours running around that small sloped patch of South Gustaberg. It got to the point where I had 18 kills and not a single drop of those stupid boots. I swore never to camp her again.

      The next week, I'm running through the area on a chocobo and she spawns right in front of me. I dismount, get the pull and she drops the damned boots. The next day, I go back out there with a couple of friends and we get two more pairs.

      After that, I had a run of the most incredibly flukey luck on some of the rare big-ticket drops. Emperor Hairpin on the second kill of that fly in Valkurm. Venemous Claws pretty much every time I did a KS30. Then when they switched the Peacock Charm's drop location to that BC20, I managed to get the drop on the one and only attempt I ever did on it.

      Yeah, I bet you really hate me now.

    3. Re:FFXI by Cowmonaut · · Score: 1

      I'm having a similar experience in WAR currently. There is a set piece you can only get from doing Keep Sieges. Since I started trying to get it in my tier (tier3) they've even made it so 3 'loot bags' that you can select it from are guaranteed to drop and I've yet to win it. Currently at 51 Keep Sieges.

      These are sieges that for the most part I've organized and lead, which is fairly exhausting when they are PUGs. Something about getting 24 complete strangers pointed in the same direction and willing to listen to you just takes time. Oh and then the siege themselves take time, particularly if there are enemy players defending. Technically its closer to 60-65 keep sieges if you count the ones we had to abandon.

      I've pretty much just given up on it. I could really use the extra set bonus, and the armor is better than any chest piece I can currently get really. Plus its a Tome of Knowledge unlock when you get every piece of a set. So I guess I just can't "beat everything" in WAR unless I go back as a Chicken (and be instantly killed) and ninja the loot bag from someone with a lucky roll.

    4. Re:FFXI by Anonymous Coward · · Score: 0

      Actually, I feel sorry for you.

    5. Re:FFXI by lupis42 · · Score: 1

      That was part of what caused me to abandon WoW as well. The whole "collect 10 of X where X has a 60% drop chance on these creatures" mean I should have to kill appx 15-16 of the stupid critters, not 20, 30, or in one case 50.

    6. Re:FFXI by Yvan256 · · Score: 1

      I was on my way to North Gustaberg, I was playing 3rd view and Leaping Lizzy popped right behind me. If I had been playing in 1st view I would've missed it.

      This was the first time I ever saw it. I managed to kill it and got the boots. I bet your really hate me now.

      ----

      Okay, how about this then: a few days ago I was in a party of three, and we were leveling in that area. We were, of course, killing lizards, just in case we might make LL pop. One of the guy seemed to be AFK, but what the heck, we kept fighting and let him have free exp. In such a low-level area, who cares.

      Then, LL pops. We managed to kill it, and would you know it, we got the boots. However, since I already had them, and the other non-AFK player also already had them, we both passed on it. Let the AFK'er have them.

      Well, the AFK guy had a full inventory so the boots were lost.

      How's that for a sad story?

    7. Re:FFXI by canajin56 · · Score: 2, Interesting

      It's got much worse than leaping lizzy and valk. emperor! (Though I know a guy with multiple 75s but still no leaping boots). In Salvage, a 2 hour event, there are certain items from certain monsters that have a horrific drop rate. We're talking 0/142 or more. If split evenly between the 4 areas you can go, we're talking over a year of doing this same event 2 hours every single night, and getting NOTHING. Not just you didn't get it because somebody else did, but your group has still never even seen it. Then they also added ZNM. It's a system of tiered monsters you fight, in 3 "branches". To get to tier 2 of branch 1, you kill one of the tier 1 branch 1 monsters. TO get to tier 3 branch 2 you kill one of the tier 2 branch 2 monsters. To get to tier 4 branch 1, you kill all 3 tier 3 branch 1 monsters. Tier 5 has no branch, and you get to it by killing the tier 4 monster from all 3 branches. Only, the tier 4 monsters, unlike the rest, have about a 10% drop rate for their "trophy", instead of 100%. Assuming your group is good, and you never lose, you have to collect 66k points to get a shot at each tier 4 once. You get points by taking picture, pokemon safari style. Pictures are worth 50-100 points, but its rare for the "pic of the day" choice to be worth more than 80 except if you chose a really hard version to track down. (And you have to take those pics with it claimed by you, and at 1% hp). So thanks to the drop rate, although it's possible to only spend 100 hours grinding out a tier 5 pop item, on average you'll spend at least 500 hours, and only 50% of people who spend 1000 hours will accomplish a full set!

      On top of that...the name of the tier 5 monster is "Pandemonium Warden". Look it up. It's been on the fucking news. It's one of two unbeatable gimmick monsters in the game. There's Absolute Virtue who's been around what, 3 years now? That's been defeated by what SE considers cheating, and whenever its been beat it's been adjusted so the strategy people came up with doesn't work anymore. Pandemonium Warden is newer. AV always wins because it 2hrs at will, so you're doing fine till it recovers full HP, or it uses chainspell at does back to back to back to back to back AoE spells for 1000 each (most people have about 1200 HP, nobody has much more than 2000 under best conditions). Or it uses manafont and casts meteor, which hits everybody within a stupid radius for 3000 damage. You can get killed while so far away you can't even see him on screen.

      Pandemonium warden is much less overpowered, but in his own way, more retarded. He appears, then transforms into a new form, complete with 8 "lamps" that assist him. These lamps are super powered, and you have linked hate so you can't fight one at a time, and kite the rest around. People eventually managed to repeatedly die and burn all the lamps down, then fight PW. They beat it and it reverts to its original demon form. For 3 seconds, then it transforms to a new form. Fast forward 18 hours, they've gone through over a dozen forms, and now it's back to demon and staying demon. They kill its lamps again and get it to 75%. Astral flow. It pops out 8 avatars, not one, does over 8000 damage with 8x astral flow. Then the people who were out of range, it charges at them and does it again. And again. And again. At least 4 times, until everybody was down. They surrender. Yahoo news and kotaku and several other gaming websites all pick up this story, of the valiant 18 hour fight that ends in unavoidable loss. People played 18 hours straight and are vomiting due to sleep deprivation and exhaustion. (morons but anyway). Square-Enix blames it on them being dumb and not using the secret. People say they are doing it wrong, they should have known soon as it change forms a second time. They counter that it seems like they were making progress, and they kept going because you hate to give up when you're making progress, and the longer you go the bigger a waste it is to stop early ;) Plus, in an interview abo

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      ASCII stupid question, get a stupid ANSI
    8. Re:FFXI by Anonymous Coward · · Score: 0

      Why the hell do people play this game? And they PAY to be abused like this? Sounds like some twisted S&M genre.

  3. Incorporate Psychological Hacks by bazald · · Score: 5, Informative

    I recently had the opportunity to hear Sid Meier talk about random events in the Civilization series. It is unfortunate that this article doesn't mention any of his insights regarding player's psychology when it comes to "luck".

    Apparently the average player expects to win regularly, even if probability allows for long strings of losses. If you lose two even fights in a row in a game of Civilization, you are literally guaranteed to win the third, IIRC. This is how their "karma" system is implemented.

    Additionally, players expect a fight of 30 vs 20 to be much more of a sure thing than a fight of 3 to 2, even though the ratio is the same. Apparently you ought to get some sort of boost when the numbers are higher in order to satisfy most players. This actually makes a degree of sense to me, because I would expect the variance to be less in the first case, but he didn't address the issue and I didn't ask.

    This article gives an interesting categorization of the types of randomness and luck that can exist in games, but it appears to do little to address these ideas. This is too bad, really. It might be interesting to see how these hacks affect these probabilistic features of Civilization according to their charts.

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    Insert self-referential sig here.
    1. Re:Incorporate Psychological Hacks by Anonymous Coward · · Score: 0

      With 30 vs 20 vs 3 vs 2 you would expect the small random events to average out more so the 30 wins, where as if 1 of the 2 get lucky then the fight is an even 2 vs 2 and could go either way.

    2. Re:Incorporate Psychological Hacks by antifoidulus · · Score: 4, Insightful

      In actual combat though, 30 vs. 20 tends to have a higher win rate than 3 vs 2(with good commanders anyway). 30 people gives you a lot more freedom to implement various tactics that would be impossible or impractical with just 3 people.

    3. Re:Incorporate Psychological Hacks by gregbot9000 · · Score: 1

      And thats why I and everyone I know haven't played civilization since 3 came out. Seriously that game has not changed at all, which means with greater understanding and computer power means it has actually gone backwards. As a kid playing civ I knew it wasn't realistic, but I forgave them becuase of the limitations at the time. Now it's gotten simpler, and they have no excuse.

      The way the cities grow piss me off the most. Historically if you look at city growth the cities and country side tended to support the maximum available at that level of tech, and population levels grew as better techniques came about. Where as in civ, your cities population is due completely to the "improvements." And the way tech advances is painful. Why does it take ten turns to develop something only to have it do nothing? Would it be that hard to design between units rather then lame jumps from cavalry to tanks? And what is with the construction? Do they really expect me to believe that it takes 120 years to build a library? cities support all they can and build it in what historically amounts to one turn.

      I would like to see them make the game where your city sizes are about constant and the only way to grow them is through tech, conquest leading to imports, or changes in social organization or institutions. That is, when you discover heavy plows you get an extra food per grassland, leading to an extra urbanite that contributes more to tech and helps maintain more buildings or social institutions, slowly leading to the exponential growth curve, or can be conscripted in times of war. Or how about when you discover stirrups, you get mounted cavalry, and as you develop better things the unit improves, like steal, or improved bits, which also helps with production.

      I'm tired of Sid Meier's civilization, I want to play Jared Diamond's civilization and actually have an evolutionary approach to growth not some magic "top down" over glorified chess game.

    4. Re:Incorporate Psychological Hacks by lysergic.acid · · Score: 1

      i wish the developers of Aedis Eclipse: Generation of Chaos would have implemented these type of psychology hacks, or perhaps the problem is just that they use wau too much randomness, which really undermines the strategy element in a strategy RPG.

      Aedis Eclipse is different from other Strategy RPGs in that each of your party members is actually a captain commanding a set of units (from 10 to 30, depending on your rank). when you engage in a battle, you basically just choose a starting formation, which affects your stat modifiers, and then decide whether to charge/attack, wait (let the enemy come to you), or run/retreat (if you initiated the battle). once you've made your choices, you're basically just left to watch the battle play out on its own. and that can be really frustrating when your ranged units don't attack the enemy's melee units until they're close enough to hit you, or when your captain is just walking in circles while his/her units are getting slaughtered by the opposing captain.

      i would chalk it all up to bad AI, except that the enemy's AI seems to have no problem behaving the way they're supposed to--they don't stand around doing nothing, and their ranged units actually initiate attacks as soon as they have targets in range. this means quite often the player can go into a battle with a superior force comprised of much stronger units and still get decimated by the computer.

      i can understand the need to add randomness/luck to a game, but it should not be implemented in a way that impairs the AI--for instance, using luck to determine whether a unit will attack the enemy or stand there like an idiot. deliberately using dumb AI algorithms to add an element of luck to a game just creates really frustrating gameplay.

    5. Re:Incorporate Psychological Hacks by jonaskoelker · · Score: 1

      This actually makes a degree of sense to me, because I would expect the variance to be less in the first case

      For samples of a normal distribution, the sample variance is f(samples)/n. That makes the deviation sqrt(f(samples))/sqrt(n).

      Whether you care about deviation or variance, the more points you sample, the less they deviate "on the whole" from what one might expect.

      [30 vs 20 -- or -- 3 vs 2]

      I'm no military tactician, but one might expect the gang of three to be able to perform maneuvers that a gang of thirty couldn't pull off; like, say, hide better, or sneak around, or attack the two from multiple directions.

      I'm not sure it's clear cut.

    6. Re:Incorporate Psychological Hacks by bokske · · Score: 3, Interesting

      There is no need to add some sort of boost when larger armies battle it out, because the user's intuition about better odds is correct.

      I believe that Civilization defines a battle between two armies as a series of duels between a unit from either side. This goes on until one army has no units left anymore.

      Assuming even chances (50/50 in each duel), a 3-to-2 battle has 68% odds in favor, but a 30-to-20 battle has 92% odds. It has to do with the sample variance, like Jonas Koelker said.

      Likewise, a 5-to-4 battle has 63% odds in favor, but a 50-to-40 battle has an 85% success rate.

    7. Re:Incorporate Psychological Hacks by Anonymous Coward · · Score: 1

      Heh, you're just nitpicking. There were bigger issues in Civ.

      In the beginning of the game, a turn is what, four centuries?

      That means it took eight hundred years for a unit of spearmen to get from the city century to the outskirts.

      That's not just silly, it's mindbogglingly ludicrous.

    8. Re:Incorporate Psychological Hacks by Purity+Of+Essence · · Score: 1

      Apparently the average player expects to win regularly, even if probability allows for long strings of losses. If you lose two even fights in a row in a game of Civilization, you are literally guaranteed to win the third, IIRC. This is how their "karma" system is implemented.

      M.U.L.E. does something similar. Each of the four players is ranked throughout the game, 1st place through 4th place. At the beginning of each player's turns there is a ~25% chance of a random event, good or bad news for the player which helps or hurts them in some way. The player in first place never gets good news, and the two players in last place never get bad news.

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      +0 Meh
    9. Re:Incorporate Psychological Hacks by SharpFang · · Score: 1

      In a fight of 30 vs 20 the chances ARE better for the stronger side than in 3 vs 2.
      The expected value is the same, the variance is different.

      Toss five coins. What is your chance that at least three show heads up? Now toss 50 coins. What is the chance that at least 30 of them show heads up?

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      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    10. Re:Incorporate Psychological Hacks by Dunbal · · Score: 1

      one might expect the gang of three to be able to perform maneuvers that a gang of thirty couldn't pull off

            And vice-versa. But at the end of the day, three people is ONLY three people. If one dies, you've lost 33% of your force. The more people you have, the more options you have. Numbers will usually always win, all other things (weapons, skill of the commander, etc) being equal.

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      Seven puppies were harmed during the making of this post.
    11. Re:Incorporate Psychological Hacks by kramerd · · Score: 1

      In both cases, 60% of the time, at least 3 (or 30) heads will show up (assuming fair coins).

      Turn in your statistics card (parent). Assuming equal strength, 30 vs 20 or 3 vs 2, repeated over time, will have the same win rate.

    12. Re:Incorporate Psychological Hacks by meringuoid · · Score: 2, Interesting
      Do they really expect me to believe that it takes 120 years to build a library?

      Maybe not. But how long does it take to write all the books that go into it? The building 'library' is a token representing the development in that city of an intellectual elite that considers ideas to be things worth writing down, storing safely and making available to others.

      And anyway, if you want a building and don't want to wait for it, you're an ancient-world ruler. Get out your whip! Cities with a granary and decent food production will replace their populations quickly enough, so discover Bronze Working, implement Slavery and have yourself a construction boom.

      --
      Real Daleks don't climb stairs - they level the building.
    13. Re:Incorporate Psychological Hacks by ZombieWomble · · Score: 1
      Turn in your "Turn in your statistics card" card immediately.

      The odds of 3 heads turning up when 5 coins are tossed is 50%, wheras the odds of 30 heads turning up from a set of 50 coin tosses is only 10%. (The appropriate formula is (n!/(n-k!)(k!))*0.5^n, if you want to check).

    14. Re:Incorporate Psychological Hacks by TempeTerra · · Score: 1

      From gut feeling I would expect 30:20 to be much preferable to 3:2. It depends on how the combat system is implemented of course, but if I am told that my odds are 30:20 I interpret that as telling me something about the granularity of the combat system.

      I would expect a confrontation (especially in modern civ, with hit points rather than win/lose) to bea series of rounds. I would expect losing one round of 30:20 to cause the loss of some portion of strength, perhaps 3 points, and trigger another round at the new rate of 27:20 - still highly in my favour. Losing at 3:2 sounds much more likely to reduce the odds to 2:2 for the next round, which is merely even!

      In the system I imagine, battles with high values (30:20) will be much more likely to have the odds-on victor because losing one round merely triggers another round with slightly reduced positive odds. A low value battle (3:2) could be lost by one unlucky roll (now 2:2), a slightly unlucky roll (1:2) and then not being very lucky (0:2, dead)

      The solution is to make the player aware of how combat is calculated so they know what 30:20 actually means. Modern (mostly German for some reason) board games like Settlers of Catan are very good for this; because the game rules must be implemented by the players during the game they must be perfectly clear.

      I had big trouble with unclear game mechanics in Diablo II and World of Warcraft. I tend to play defensive characters and in D2 the blocking ability of shields is barely specified. The item will have a property like [Chance to block: 40%], but what that actually means is anyone's guess. Blocking presumably negates one attack. Is it melee only, or can you block projectiles and spells? Is blocking instantaneous or does it carry an interrupt like being hit does? Is it a bigger or smaller interrupt than being hit? If I get 50% increased chance to block, is my chance now 90% or 60%? The formula for blocking is also based on DEX apparently, but there's no clue as to precisely how. See (a href='http://strategy.diabloii.net/news.php?id=551#Chance to Block'>here for someone's attempt to calculate it. And, after all that uncertainty I'm meant to figure out whether carrying a shield is better than using a two handed weapon which does 1.4x as much damage as my 1-hander? One solution is to trust that the game devs have balanced the items properly and just assume that a high level shield is better than a mid level one regardless of what the stats hint at.

      In WoW I played a defense warrior; massive armour, blocking and dodging ability. Mosly solo since I was in an odd time zone and it was hard to find regular players. I discovered after an embarrassingly long time that defense warriors just aren't meant to solo; it's a multiplayer game and their skills are (were? I don't play any more) balanced so they can hold a lot of damage while someone else does the killing. Even though I had some of the best gear available for my level and had built a sensible ability set my character was ineffective solo and I couldn't observe this from looking at my abilities or item stats because the combat mechanics weren't clearly specified.

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      .evom ton seod gis eht
    15. Re:Incorporate Psychological Hacks by TempeTerra · · Score: 1
      I'm tired of Sid Meier's civilization, I want to play Jared Diamond's civilization


      It would be great fun briefly to see it play out, but it wouldn't be a great game. The Eurasians got a bigger continent with a large band of temperate farmland, consequently better crops, animals and resistance to worse diseases. How would you create a game using JD's principles so that the native americans could win the encounter with europe?
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      .evom ton seod gis eht
    16. Re:Incorporate Psychological Hacks by Kane+Devaid · · Score: 1

      Making a knight walk only in L shapes is ludicrous, but that's the rules in chess.

    17. Re:Incorporate Psychological Hacks by Zerth · · Score: 1

      I'm sorry, but are you trying to suggest your 50 coins are distinct and in order? Mine are interchangeable.

    18. Re:Incorporate Psychological Hacks by GodaiYuhsaku · · Score: 1

      Also it allows more CYA aspects.

      In a group of 3, 1 person makes a mistake that is a 33 1/3% failure rate.
      In a group of 30, 1 person makes a mistake that is 3 1/3% failure rate.

      So the group of 30 is more successfull.

    19. Re:Incorporate Psychological Hacks by Beezlebub33 · · Score: 1

      From gut feeling I would expect 30:20 to be much preferable to 3:2. It depends on how the combat system is implemented of course, but if I am told that my odds are 30:20 I interpret that as telling me something about the granularity of the combat system.

      I would expect a confrontation (especially in modern civ, with hit points rather than win/lose) to bea series of rounds. I would expect losing one round of 30:20 to cause the loss of some portion of strength, perhaps 3 points, and trigger another round at the new rate of 27:20 - still highly in my favour. Losing at 3:2 sounds much more likely to reduce the odds to 2:2 for the next round, which is merely even!

      In the system I imagine, battles with high values (30:20) will be much more likely to have the odds-on victor because losing one round merely triggers another round with slightly reduced positive odds. A low value battle (3:2) could be lost by one unlucky roll (now 2:2), a slightly unlucky roll (1:2) and then not being very lucky (0:2, dead)

      In the board game Risk, the odds change drastically with the number of units even when the ratios are the same. Attacking at 3:2 wins 36% of the time (due to defenders winning tie) but 6:4 wins 64% of the time; 30:20 wins 94% of the time.

      --
      The more people I meet, the better I like my dog.
    20. Re:Incorporate Psychological Hacks by AdamWeeden · · Score: 1

      Wrong. 3 vs. 2 in some games will have a completely different dynamic than 30 vs. 20.

      Let's assume some sort of turn based strategy game where you have a group of units. Let's also say it takes 2 hits for these units to die, and they get a shot off in beginning of a turn. The turns will go as follows:
      Turn 1 ends:
      3 vs 2 becomes 2 vs .5 (1 man at half health)
      30 vs 20 becomes 20 vs 5
      Turn 2 ends:
      2 vs .5 becomes 1.5 (2 men, 1 at half health) vs 0
      20 vs 5 becomes 17.5 (18 men, 1 at half health) vs 0

      As we can see in the first scenario, 3 wins with essentially half their man power left over. In the second 30 wins with MORE than half their manpower leftover.

      --
      I was quoted out of context in my autobiography...
    21. Re:Incorporate Psychological Hacks by Spacelem · · Score: 1

      Absolutely correct.

      I checked: http://faculty.vassar.edu/lowry/binomialX.html

      Inputs are n=50, k=30, p=0.5
      P(X > 30) ~= 0.101

    22. Re:Incorporate Psychological Hacks by Spacelem · · Score: 1

      Well, just move the goal posts slightly. If you tossed a coin 50 times, would you expect to see 40 heads very often? How about 50 heads? What you get is a bell curve which is tight around the expected value (25), and the probability rapidly decreases to nearly 0.

      Since the variance is 0.25*n, you'd expect the standard deviation to be 0.5*sqrt(n), i.e. the average distance from the expected value if n=5 is 1.118, and if n=50 is 3.5355. Doing a little Normal approximation to the binomial distribution, we get that 95% of values should lie within 1.96 std deviations, which for n=5 is (1.382,3.618), and for n=50 is (21.464,28.536). Just to really hammer it home, let n=500, and 95% of the values will lie within (238.82,261.18). See how those intervals are getting proportionally closer?

    23. Re:Incorporate Psychological Hacks by SuiteSisterMary · · Score: 1

      That's easy enough; increase axial tilt by 90 degrees.

      Suddenly North/South America and Africa (possibly including Europe) become the long-axis continents, and Asia is buggered. Albeit, possibly not as buggered, as unlike North/South America, it doesn't narrow down to 10s of miles in the middle.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    24. Re:Incorporate Psychological Hacks by gregbot9000 · · Score: 1

      randomized maps, using fractals and simple weather systems and simulated continental drift to create the layout, it might take a few minutes to generate but worth it, and let the players run the game. China very well could have (and may still) been the dominant power, and if crops were randomized the Native Americans could have held a better chance for survival. Plus not all maps need to have two separate continents, and the Chinese were powned for years by the Europeans, but they are coming up, which is something that could never happen in civ. That might actually be fun, if you end up being a civ that wasn't able to grow a lot of food using old tech you could still do well with modern innovations,(like tropical climates)and now you have to try to rise to global power by global trade and reverse engineering tech. Thats why I hate the game, the Japanese were able to go from middle ages to world power in 70 years. But in civ losing one city is a death blow.

    25. Re:Incorporate Psychological Hacks by YouWantFriesWithThat · · Score: 1

      i remember being told that it mimicked the movement and attack of a mounted knight with a sword. jump forward through/over a line of infantry and attack to the side.

    26. Re:Incorporate Psychological Hacks by Anonymous Coward · · Score: 0

      This actually is not as unrealistic an expectation as you would think. Think of a unit as a dice. Rolling one dice, you have a flat distribution (1 in 6 for each possibility). However, when you roll many dice at once makes the curve more peaked: the high and low numbers will tend to cancel out. As you let the number of random rolls go to infinity, the deviation of the collective total from the expected average goes towards zero.

    27. Re:Incorporate Psychological Hacks by Anonymous Coward · · Score: 0

      Wrong. Turn in your statistics card.

      For 5 flips the odds are exactly 50% that you'll get at least 3 heads (hint: 10 ways to get 3 heads + 5 ways to get 4 heads + 1 way to get 5 heads = 16/32 = 50%).

      But for 50 flips the odds are approximately 10.1% that you'll get at least 30 heads (hint: 25 heads = 11.2%, 26 heads = 10.8%, 27 heads = 9.6%, 28 heads = 7.9%, 29 heads = 6.0%, and 50% - 11.2%/2 - 10.8% - 9.6% - 7.9% - 6.0% = 10.1%).

      However, this whole coinflip thing is misleading at best. As AdamWeeden points out elsethread, that's not how RPGs calculate losses in combat.

    28. Re:Incorporate Psychological Hacks by tehcyder · · Score: 1

      In actual combat though, 30 vs. 20 tends to have a higher win rate than 3 vs 2(with good commanders anyway). 30 people gives you a lot more freedom to implement various tactics that would be impossible or impractical with just 3 people.

      For a start, you can deploy 19 of yours versus 19 of theirs so they're equally matched, which leaves you 11 against their remaining 1. And so on.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
  4. Eating your cake too by mark_hill97 · · Score: 1

    Look, game developers cannot have it both ways. Either they make it possible to have newbies have a chance against the experts and annoy the experts or they make it a game of skill and drive new users away from the experts. It sucks for the experts but they do find ways to win anyways if they have any real skill at all.

    1. Re:Eating your cake too by Thanshin · · Score: 1

      > It sucks for the experts but they do find ways to win anyways if they have any real skill at all.

      Being able to find a way to overcome the imbalance doesn't make it less annoying.

      I wouldn't like to run in a competition where everyone faster than a certain speed must have an arm tied to their back. The possibility of the good runners winning anyway doesn't change the game's quality loss caused by the "balancing" manipulation.

    2. Re:Eating your cake too by N1AK · · Score: 1

      Would you bother playing Squash against your friend who is much better than you, or Guitar Hero against someone who is much better than you without implementing any kind of handicap?

      Personally I dislike the Unreal example given, as it is chance based (In a running example it would be more like having the distance run randomly vary between competitors. I much prefer systems that give buffs or debuffs to players, it makes it fairer and more challenging which is more enjoyable for both players.

    3. Re:Eating your cake too by Thanshin · · Score: 1

      > Would you bother playing Squash against your friend who is much better than you, or Guitar Hero against someone who is much better than you without implementing any kind of handicap?

      No.

      But neither I would play with a handicap. I would simply choose between "find a better suiter partner", "play alone if possible", "train".

      "Play a crippled version of the game" is not an enjoyable option for me.

    4. Re:Eating your cake too by Anonymous Coward · · Score: 0

      whatever karate kid, you go train all you want.

      playing rock band the first time you pick it up and getting through a song using only 3 strings is much more fun than buying it and practicing for weeks to catch up with your friend who has played it for hundreds of hours. sounds like you have problems with having to win all the time.

    5. Re:Eating your cake too by internerdj · · Score: 1

      So you absolutely refuse to play in the company golf tournament?

    6. Re:Eating your cake too by KDR_11k · · Score: 1

      The obvious solution is to make experts play vs experts and nubs vs nubs instead of mixing them together, boring the experts and frustrating the nubs.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:Eating your cake too by Laurence0 · · Score: 1

      Golf and Guitar Hero are poor examples (as is running really!) as it's still possible to play against your previous personal best.

      Something like Squash (or UT, CoD and many other games), however, does fit as your performance and experience depends a lot more on your opponent.

  5. that's not quite right by ILuvRamen · · Score: 1

    in UT 99 and 2004 and probably the rest there's also that chain gun weapon. On regular mode that thing shoots like Helen Keller with a paintball gun. Seriously at about 20 feet they can be up to about 5 feet off target. But you don't rely on luck yo hit what you're hitting from a long distance with that gun, you do what you're supposed to and only use it short range, duh! That's why it shoots so poorly, it's a short range weapon! Same the the enforcer really. Use the sniper or lightning gun or even the shock rifle to shoot long distances cuz that's what they're made for. I also can't help but mention that luck when it comes to rare drops in MMORPGs SUCKS! I know people who got 3 SOX items in one day and it took me 2 months to get one. It makes you feel like the game hates you.

    --
    Google's Super Secret Search Algorithm: SELECT @search_results FROM internet WHERE @search_results = 'good'
    1. Re:that's not quite right by Canazza · · Score: 1

      Speaking of MMO's, in WoW for a long time there was speculation about the name of the raid leader being the seed for the Random number generator for loot drops, as some guilds found that the same gear kept dropping until they changed their raid leader.

      Many random number generator conspiracy theories sprung up in MMO's, I remember one, i think it was everquest, where people would do their crafting in Churches because they thought it gave them a better chance of success, and another involving quest item drop rates in Warcraft, where, for example, an item had a 1 in 3 chance of dropping, and three people were killing enemies for the item, if each person killed the enemies at the same rate, one person would continually recieve the item while the other two wouldn't.

      Where people spend so much time around a random number generator they begin to see patterns in the randomness, and even believe they can control it

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    2. Re:that's not quite right by ILuvRamen · · Score: 1

      there was a study that proved that humans can predict truly random (like quantum mirror photon random PCI card thingies) events correctly approximately 26-27% of the time in a 1 in 4 odds situation. That much of a deviation is unheard of. But I do agree with SOME conspiracy theories. Not many but some. I think to keep people from being pissed off and quitting the game, everyone eventually gets a rare drop. Like their odds keep increasing until it happens. I don't know one single person in SRO that played for over 3 months and never got a rare drop. One more that's extremely likely is there's a cap on how many expensive items the server can create in a given period so that a bunch of people don't get lucky and suddenly there's another couple hundred million in the game's economy that came out of nowhere. That would cause bad inflation and some MMORPGs actually hire real economists to prevent the game's economy from crashing. I bet their first suggestion would be to limit expensive items coming out of nowhere. So it's possible destroying rare drops will cause more to happen if there's only supposed to be a certain number in existence at any given time. Btw in Runescape I found way to trick the random number generating process under certain conditions and it worked 100% of the time. It didn't give me rare drops but I could make a random event happen at will. Then I got banned lol.

      --
      Google's Super Secret Search Algorithm: SELECT @search_results FROM internet WHERE @search_results = 'good'
    3. Re:that's not quite right by Velocir · · Score: 1

      I played UT2K4 for a long time. The minigun in that game is a LOT more accurate than similar weapons in other games I've played. If your tracking is good, you can continuously hit an enemy from instant-of-sight at 80-100 meters, say (which is when you start shooting at them) to instant-of-kill.

    4. Re:that's not quite right by Cerium · · Score: 1

      I think to keep people from being pissed off and quitting the game, everyone eventually gets a rare drop. Like their odds keep increasing until it happens.

      Heh. That's not a feature of the game so much as it's how probability works. Regardless of the odds, if you run the trial enough eventually you'll get the outcome you're looking for. Some are simply lucky where others are better at manipulating PRNGs. That's not to say some games don't increase the chance of occurrence for event x every time it doesn't occur -- but in many cases it's unnecessary as that's already happening naturally.

  6. No by Psychotria · · Score: 4, Insightful

    For example, in the video game Unreal Tournament, when a player shoots at a target with the 'enforcer' weapon, the projectile does not necessarily hit the point that is aimed at

    Personally I think it does the exact opposite. I think Far Cry 2 *may* have done this. But if I line up a head shot (sniper) and put a bullet in the AIs head and he doesn't die, then this makes it seem far less realistic to me--especially when I let loose two shots to be sure and then aim down for a direct body shot and the guy still somehow manages to stand.

    Randomness is good, but I don't think making bullet paths random is great. Sure, in real life there is random wind and other influences (projectile shape/smoothness, the barrel, and all that), but at the distances (and speed of projectile) I am talking about it's negligible. Two direct head shots and a just-for-fun/'cause-I-can body shot in quick succession should not fail just to add 'randomness'.

    1. Re:No by rm999 · · Score: 3, Interesting

      The enforcer in Unreal Tournament is a quick-fire weapon, so it's not comparable to a sniper rifle - in far Cry, if you spend 5 second lining up the perfect snipe and it misses because rand(t) = 0.5 instead of 0.1, I understand your frustration.

      On the other hand, Unreal Tournament uses randomness to add a level of strategy to the game, rather than pointless realism. You can shoot the enforcer in "primary" mode, which is a semi-accurate but slower shot. Or, you can shoot in "secondary" mode, where you shoot twice as quickly, but half as accurately. Think of it as a dynamic shotgun, where the gun sprays all over the place. In this case, randomness was truly the best way to implement the spray.

      The game would be boring if this gun (or any of the automatics, for that matter) always hit the target dead on - the opponent would die from 20 bullets in less than a second. Instead, the player has to plan out his distance from the opponent and his path so he has enough time to do some damage.

    2. Re:No by Jim+Hall · · Score: 1

      Personally I think it does the exact opposite. I think Far Cry 2 *may* have done this. But if I line up a head shot (sniper) and put a bullet in the AIs head and he doesn't die, then this makes it seem far less realistic to me--especially when I let loose two shots to be sure and then aim down for a direct body shot and the guy still somehow manages to stand.

      A lot of games let you put the gun into "aimed" mode, also called "iron sights" mode. It's a lot more accurate that way. Resistance 2 does this. When fired in normal mode, the shot has quite a bit of randomness to it - using "iron sights", the shot is almost dead-on.

      I think this adds appropriate realism to the game. I play as though normal mode is "firing from the hip". Good when you need to make quick progress (walking) and need to be ready. But when you have the opportunity (behind cover, etc) switching to "aimed" mode makes your shots more accurate. As you'd expect.

      Now if only developers would realize that a .357 Magnum is not more accurate than a Carbine rifle, even when you "aim" the pistol ... in FPS games, I usually pick up the pistol because it's like a tiny sniper rifle (I'm looking at you, Killzone.) Ever fire a real gun? A pistol is fairly lightweight, with a short barrel, and as a result has wide variance in accuracy (for most shooters.) A rifle is much easier to use IRL.

    3. Re:No by HeckRuler · · Score: 1
      I find most people have an exagerated expectation of reality.

      especially when I let loose two shots to be sure

      Just beacuse you quicky click the mouse twice doesn't mean two bullets go to the same place. I would say a number of factors would cause your original aim to alter slightly. For example; the wind, your pulse, or a small contained explosion a few inches from your face.

  7. Hunters by Bananatree3 · · Score: 2, Insightful

    A skilled hunter can still miss a shot, and will be frustrated when the game gets away. If realism is the goal, getting the perfect shot the first time is not the way to go.

    1. Re:Hunters by Anonymous Coward · · Score: 0

      Exactly. If you were to go head to head in a real life contest of whit and guns, what is commonly termed "war", you would find the same thing happening. Sometimes you just get lucky. Someone's gun jams and the shell-shocked Private First Class kills the seasoned veteran. Or the flak gun just happens to pierce the fuel of the enemy zero, causing it to explode instead of crash into your aircraft carrier. In fact, the video game is already dumbed down so that there's much less chance than reality.

      Life isn't fair. Get used to it.

    2. Re:Hunters by Anonymous Coward · · Score: 1, Interesting

      Realism is never the goal in computer games - or any games. The goal of a game is to allow the player to have fun.

      Depending on the game, a certain amount of realism may be needed in order to accomplish that; sometimes more, sometimes less. But realism is always a means to achieve an end, namely fun, and never an end in itself.

    3. Re:Hunters by misof · · Score: 3, Insightful

      WTF? A hunter can miss a shot because the game catches his scent and gets away. A hunter can miss a shot because his hand slips a little before pulling the trigger. For _some_ weapons and _some_ distances things like gusts of wind may play a role, but most definitely not always. In a computer game, pointing/clicking two pixels to the left of your opponent is the equivalent to the hunter's hand slipping. And this is when you miss, even with a "perfect" weapon. Nobody guarantees you that in the heat of action your [the player's] every action will be perfect. Precise weapons do _not_ make _you_ precise, and this is why it does not break an action game if the weapons in it are precise.

    4. Re:Hunters by Anonymous Coward · · Score: 0

      It's important to note that while that is true it is not as random as tends to be implemented in games.

    5. Re:Hunters by MikeBabcock · · Score: 2, Interesting

      Unlike you, I play Gran Turismo and grew up playing Flight Sims. Lots of games can be both realistic and fun.

      --
      - Michael T. Babcock (Yes, I blog)
    6. Re:Hunters by kabocox · · Score: 1

      WTF? A hunter can miss a shot because the game catches his scent and gets away. A hunter can miss a shot because his hand slips a little before pulling the trigger. For _some_ weapons and _some_ distances things like gusts of wind may play a role, but most definitely not always. In a computer game, pointing/clicking two pixels to the left of your opponent is the equivalent to the hunter's hand slipping. And this is when you miss, even with a "perfect" weapon. Nobody guarantees you that in the heat of action your [the player's] every action will be perfect. Precise weapons do _not_ make _you_ precise, and this is why it does not break an action game if the weapons in it are precise.

      Are there any FPS where you have to field strip and clean weapons that are jamming or won't fire for some reason? Every FPS that I've ever played, you only worry about finding the weapon, ammo, and aiming. In some games, it would work quite well if you had an armorer some where cleaning all the weapons or that in bad environments that the weapons become unusable unless you take it apart and know how to fix it. We've been spoiled by having super tech weapons more robust then AK47s. If anything that's unlikely, but it is fun to with.

    7. Re:Hunters by YouWantFriesWithThat · · Score: 1

      in stalker: shadow of chernobyl the guns have a condition when you look at them in the inventory menu. the lower the condition the more likely to jam. your gun jamming in battle makes you reload and can really suck if your enemy is close. it makes sense in the world of that game, as you are scrounging for weapons in a wasteland and they are not in mint condition.

      generally, field stripping and cleaning are to prevent jamming. i shoot in real life, and have never had to field strip a jammed gun. most rifles just have to be cycled (slide the action, like you are reloading) to unjam them. out will pop a now-damaged live bullet. once i had a dud that fired a bullet about 4 inches down the barrel where it stopped, stuck. I just had to unload the rifle and poke it out with a cleaning rod.

    8. Re:Hunters by krenshala · · Score: 1

      In Far Cry 2, if you pick up someone elses weapon you have a chance of it jamming when it fires. You then have to clear the jam before you can fire with it again. Its annoying as hell when it happens, and I happen to like it. No, you don't have to field strip the weapon to "fix" it, but you do have to pry out the shotgun shell, or unjam the bolt and get the round out before it will fire again (oh, its simply holding a button until it clears, but still) ... or you can just switch to your pistol.

      --

      krenshala

    9. Re:Hunters by tehcyder · · Score: 1

      Lots of games can be both realistic and fun.

      I think the GP's point was that ones that are realistic but not fun don't succeed, and that it is the fun part that is necessary whilst the realistic part is secondary.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
  8. Uh huh... by djupedal · · Score: 3, Interesting

    Game devs would be well advised to remember they are creating a G A M E - not an alternate reality.

    They are subject to the same limitations as story tellers, song writers and actors...their imaginations.

    1. Re:Uh huh... by Thanshin · · Score: 1

      > They are subject to the same limitations as story tellers, song writers and actors...

      Talent? Skill? Intelligence? Empathy with their public?

      > their imaginations.

      I can perfectly enjoy a story told, a song written or a character interpreted with no imagination whatsoever.

    2. Re:Uh huh... by Anonymous Coward · · Score: 0

      I can perfectly enjoy a story told, a song written or a character interpreted with no imagination whatsoever

      Then, what kind of enjoyment would you feel if imagination were to be employed?

    3. Re:Uh huh... by Thanshin · · Score: 1

      It's still a secondary asset than pure skill, imho.

  9. You think that's random? by Erikderzweite · · Score: 1

    You think that's random? Try playing Wesnoth!

    1. Re:You think that's random? by Anonymous Coward · · Score: 0

      AUUUGHHHHH FENCERRSSS

    2. Re:You think that's random? by Erikderzweite · · Score: 1

      No problem, my red Mage takes care of them! Bang! Bang! Bang!
      *4 misses in a row* ... Shit...

    3. Re:You think that's random? by Anonymous Coward · · Score: 0

      Wesnoth uses a % to hit probability. How is this any different than a plethora of other strategy/RPG games on the market? Wesnoth, unlike most games, actually tracks your predicted and actual damage, thus giving you proof as to whether on not you had statistically bad luck.

      As it stands, most people just think they're having bad luck when they are, in fact, still within statistical predictions.

  10. Chaos of Combat by Anonymous Coward · · Score: 0

    I think realism is a good thing. It's scary how controllable some people think war is.

    In the real world, SWAT members with 20 years experience slip on pieces of gravel and accidentally shoot their team members. Rangers walking through the forest push a branch that swings back and stabs someone else in the eye. These aren't freak occurrences - this sort of thing happens on every other mission. These guys are elite because for the rank and file, it happens on a daily basis.

    A high percentage of Russian soldiers are drunk at any given point in time in combat - even tank drivers. A percentage of soldiers will stand idly by while a rookie gets himself killed, because they never liked him in the first place. Some hand grenades have bad fuses and immediately blow your hand off. A sniper will be staring at a butterfly and forget he's in a war until he's shot. While patrolling through an alley, you might find some guy getting a blowjob from a schoolboy.

    Any predictability is unrealistic. The veterans are the ones who know insane ass, brain melting shit is around every corner, and are prepared to deal with it. It's better to be lucky than good.

  11. Random But in a Good Way by plague911 · · Score: 1

    To me as an individual i always enjoy it when when a random event occurs and it helps me. Conversely i always hate it when a random event occurs that hinders me. Im not sure why more game designers dont realize this simple fact of human nature. A real world comparison of this would be doing some auto repair. Some individuals enjoy it most individuals would be happy if they found 10 bucks under there car once they had it up on a jack. Not too many people would be too happy if some jerk randomly came over and kicked the jack out from under the car. Particularly if you were still under there

  12. WoW combat table by nekozid · · Score: 4, Informative

    Example 4 - A player of World of Warcraft shoots accurately and delivers a Critical Strike. (Once a strike is successfully inflicted on an opponent within World of Warcraft, it has a probability-based chance of inflicting double damage; any such Critical Strike that occurs is reported to the player by an on-screen text message.)

    Except that isn't true. The result of an attack is derived from a single roll. It gives rise to the property of defense being able to 'push' critical strikes off of the combat table by raising the chance to be missed, as the roll needed to score a critical cannot occur.

    Yes I have no life.

    1. Re:WoW combat table by glavenoid · · Score: 1

      Except that isn't true. The result of an attack is derived from a single roll. It gives rise to the property of defense being able to 'push' critical strikes off of the combat table by raising the chance to be missed, as the roll needed to score a critical cannot occur.

      If that is indeed true, then I applaud you! That kind of dedication to the minutiae of gaming is laudable.

      Yes I have no life.

      Well, when you get one, I'm sure your knack for details will do you well :-) Really!

      --
      I, for one, am looking forward to the inevitable /. beta rollout fallout.
    2. Re:WoW combat table by blankinthefill · · Score: 1

      This is not actually 100% true. Many attacks are based off a two roll system, not a single roll system, and the number of attacks that are based of a two roll system seem to have been increased with the release of WOTLK. Of course, the article seems to be poorly written, unless they have input from the devs, since many of the two roll mechanics are not well understood at this point, being very very new and not well tested yet.

    3. Re:WoW combat table by nekozid · · Score: 1

      Well that's more of a band-aid for certain mechanics more than a general rule. I could of course be pedantic and say those are 3 roll attacks, due to damage ranges, at the risk of collapsing my original argument.

  13. Swimming on random waters by Thanshin · · Score: 1

    So much about how to use and manipulate randomnes to fit all tastes, and so little about randomness itself.

    Some people simply like randomness. Some people enjoy a game of "highest result in the dice wins". Some people hate go or chess because they lack randomness.

    Then there are people who like wading through a higly random environment in games like poker, where the number of hands reduce the randomness to a homogeneous atmosphere.

    It's not possible to make a single game be go and dice. You can't add both randomness and it's lack to a game, to appeal every target.

    1. Re:Swimming on random waters by glavenoid · · Score: 1

      People are competitive. It's a survival instinct, although some types of competition seem rather irrelevant (male member length in particular)[Preemptive Citation Needed]. Some people equate "luck" with "survivability".

      Skilled competition is one thing. If it takes a modicum of thought, or physical stamina then the game is on. But that is only really "fair" if all competing parties are of the same "level" of skill -- whether that be physical or mental (or whatever). A chess neophyte really doesn't stand a chance against a master. Same for players of go or poker or Halo or judo... In today's online gaming world, there isn't really much room for a total newbie to get the necessary playing experience (or incentive) to succeed.

      With luck based games, like rolling a higher die (dice) score, or whoever can get a greater streak in a heads or tails coin toss, then all parties are on fair grounds by default. The competitive aspects are still there, but there is no need for skill, and as such, there is no need for the amount of time investment to develop the skills needed to win. That would be totally silly and counter-productive since the game would probably become very boring very quickly. In video games, this idea of randomness mixed with skills, to a degree, can really balance out the playing field and help *sell* the game to people who are otherwise afraid to "fail", or who otherwise don't wish to develop the (really mad) skills it takes to survive in the particular gaming ecosystem.

      Of course a purely luck based game would wear out really quickly. But a game of skill, tempered by luck *may* help to keep the otherwise "non hardcore" players interested. This IMO was one of the greatest selling points of the original D&D -- A game of thought, and attention, tempered by the luck of the dice throw (and the temperament of the DM, sometimes unfortunately), where if the rules were set forth, the flow of the game campaign would often take care of itself. New players could join in without a major investment of time to learn the rules, and most importantly, could enjoy themselves while learning and playing.

      --
      I, for one, am looking forward to the inevitable /. beta rollout fallout.
    2. Re:Swimming on random waters by TiggsPanther · · Score: 1

      It's not possible to make a single game be go and dice. You can't add both randomness and it's lack to a game, to appeal every target.

      I guess one of the problems with many videogames is that the same game (or game genre) can by played by people with totally differing skill levels.

      Not even necessarily playing at the same time. But just playing in general.

      The problem this raises is that for the highly practiced and skilled FPS gamer, they want it to be Go or chess. They have the decent screen, the precision controllers, and the decent hand-eye coordination. When the cross-hairs match up, it hits. Because they are (genuinely) that good, and when it doesn't hit it must be highly frustrating.
      End result: Too much randomness and it's not fun.

      Then there are the people like me. Mainly avoid FPS games. Sometimes play them for a quick fun round or blasting. In this case, it needs to be closer to poker or dice. I know I've don'e well in (casual) games of UT in the past, purely because of luck and chance - as my skills are.... somewhat lacking. But without that randomness, I'd probably never last more than a munute - at best.
      End result: Not enough randomness and it's not fun.

      So, for the developers they are between and rock and a hard place. They have to try and appeal to every target. If it's hardcore-only then it'll have great cult appeal, but might not sell as well. If it's casual-gamer-only, they get lots of instant sales but it might not have as undiring a long-term appeal as the more advanced gamers won't contunue to buy/mod/play it too much beyond the next big release.

      --
      Tiggs
      "120 chars should be enough for everyone..."
    3. Re:Swimming on random waters by HarvardAce · · Score: 1

      If it's casual-gamer-only, they get lots of instant sales but it might not have as undiring a long-term appeal as the more advanced gamers won't contunue to buy/mod/play it too much beyond the next big release.

      Which, as long as we're not talking about subscription games, isn't really a problem, because once you've bought the game, the developer/publisher doesn't really care whether you play the game for an hour or for a year; they already have your money. Of course, there are advantages to making games last longer (e.g. you are more likely to buy from that developer in the future, more likely to give a positive review and get others to buy it, etc.), so this is mitigated somewhat.

      --
      Note to self: Stop putting jokes in my insightful comments so I can get something other than +1 Funny!
  14. Random? by ChinggisK · · Score: 5, Funny

    waiting for that blasted straight piece in Tetris

    Random? That isn't random. It comes right after you block off the slot you were saving for it.

    1. Re:Random? by jack2000 · · Score: 1

      My word! Why didn't i see this before!?

    2. Re:Random? by Reorax · · Score: 1

      Random? That isn't random. It comes right after you block off the slot you were saving for it.

      You mean like in this game?

      --
      This sig is only here so people stop skipping the last lines of my posts.
    3. Re:Random? by HTH+NE1 · · Score: 1

      I bought a handheld version of Tetris (under a different name) from RadioShack and discovered I could actually induce the game to only give me straight pieces. It apparently used the time it took the piece to fall to determine what the piece after the next would be. If you allowed straight pieces to drop at their own rate to hit the bottom standing upright, it would always give you straight pieces. Drop it faster or not upright or on anything else and the next-next piece would change. As long as you didn't have any holes, you could play this way forever. If you got it to start doing it on a clear (or clearable) screen, all the better.

      After getting bored enough to roll the score over twice in one game this way, I gave it to my mother one Christmas. It's the only video game she has ever learned to play, and we had pong.

      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
  15. something missing by Anonymous Coward · · Score: 0

    How can you have an article on "Luck and Randomness In Games" without at least mentioning rogue/nethack?

    1. Re:something missing by Anonymous Coward · · Score: 0

      Nethack is for noobs. You can actually win if you play well. If you play the original BSD hack you will learn what randomness is.
      *You miss the rat*
      *The rat hits!*
      *You miss the rat*
      *The rat hits!*
      *You miss the rat*
      *The rat hits!*
      *You slaughtered the dog*
      *The rat hits!*
      *You miss the rat*
      *The rat hits!*
      *You hear the voice of Cowboy Neal*
      *The death ray missed the rat*
      *The death ray bounces!*
      *The death ray missed the rat*
      *A death ray hits you!*
      *You die*

  16. TF2 by Anonymous Coward · · Score: 0

    God damn mother fucking CRIT ROCKETS!

  17. Randomness is huge issue with WoW PVP by emanem · · Score: 1

    At least imho, apart the randomness of critical strikes, a lot of weapon/spells have a too wide range of damage. Reducing that range of damage (keeping the average damage constant but setting the max and min damage towards the average) would balance a lot the game. Then we have even critical strikes. As a rogue player the latest season I had chances to down =mail armoured opponents in arena in 10 seconds. Some other time I was so unlucky that I could only pray to be defeated fast. Cheers,

    1. Re:Randomness is huge issue with WoW PVP by bugnuts · · Score: 1

      As a rogue player the latest season I had chances to down =mail armoured opponents in arena in 10 seconds. Some other time I was so unlucky that I could only pray to be defeated fast.

      The resilience stat reduces the variance you're seeing, and reduces damage from crits. I remember back @70, a 400+ resilience rogue managed to survive 3 people hitting him. Your rogue can down someone in plate very fast, if the plate wearer doesn't have any resilience and your crit/hit stats are good.

      Most people want variance, and play by intentionally getting a slow, hard-hitting weapon. This makes a lot of sense, because spike damage wins matches.

  18. Re:..wow.. by Guido+del+Confuso · · Score: 0, Offtopic

    How lucky for you!

  19. Valve notorious for randomness by Aereus · · Score: 1

    Valve likes to implement the random factor into their games a lot lately, much to my dismay. Going from Day of Defeat to DOD:Source had a large dumb-down to the gameplay, and far more random weapon spray to benefit newer/bad players.

    Similar could be said about Counterstrike after the first few post-release patches. It was originally a good mix of realism and deathmatch with a Rock-Paper-Scissors balance. With the patch after 1.3 it basically became "Riflestrike" if you actually wanted to be competitive.

    Then of course the random death to criticals in Team Fortress 2...

    1. Re:Valve notorious for randomness by Rutefoot · · Score: 2, Informative

      Team Fortress' randomness is more structured than you'd think. Critical chance goes up as you play well and down as you play poorly. While it might piss you off from time to time, it tends to have an overall positive affect on gameplay.

      It's part of Valves 'Forward Momentum' system. The problem of many other games is evenly matched teams will often result in stalemates while unevenly matched teams will result in the weaker team being crushed over and over. Valve has addressed that issue by rewarding the winning team with slight advantages. Critical chance is one of those advantages.

      However this system would be pretty unfair if it didn't operate under some level of randomness. Otherwise the losing team would just continue to lose pretty much all the time. Things can still be turned around by a random critcal rocket or sticky grenade and then as a result momentum gets switched in the other teams' favour.

      The system is designed to make the game much more enjoyable to the casual player without completely removing the advantages of simply being a better player.

    2. Re:Valve notorious for randomness by Anonymous Coward · · Score: 0

      TF2's randomness is still horse shit. I can, skillwise, be owning some enemy in a duel. I shoot him 3 times, he misses me 3 times. I just need to shoot him one more time and he's probably going to die. But, oh, he hits me once with a crit and I die because it's a crit. Why did he get a crit? Because he was previously owning a bunch of people who aren't as good as either of us two.

    3. Re:Valve notorious for randomness by Rutefoot · · Score: 1

      If you look at it on a case-by-case basis, then sure, the randomness sucks.

      The system isn't designed on a case-by-case basis, otherwise, like I said above, the better players would constantly decimate the weaker players, making the game far less enjoyable for the vast majority of people playing.

      On average the better players will still get higher scores even if they sometimes are disadvantaged in the occasional 1 on 1 confrontation.

      The reasoning behind it isn't that tough to grasp. Unless you're the kid from The Wizard, there will always be someone better than you. Hell, even the guy with the Power Glove was beaten. Do YOU play with a Power Glove? I highly doubt it.

      Valve had discovered, shockingly, that losing isn't fun so why create a game that leaves 90% of your userbase losing all of the time?

      At any given moment in time there are over 10,000 people playing TF2. So I'd say Valve was pretty good at creating a game that is enjoyable by the most people. Turns out that tends to be a better business model than catering a game to the sweaty, Cheeto encrusted kid with the $3000 LCD keyboard.

  20. It's all about working the odds towards you. by SharpFang · · Score: 1

    Of course the enforcer is random. The chance of the enemy surviving is pretty high.

    OTOH the chance of survival of enemy surviving a hit by a volley of 6 rockets is exactly zero, no matter what his armor, health or other bonuses. That's why I don't use enforcer.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  21. Random loot and levelled loot. by SharpFang · · Score: 2, Insightful

    ...the primary killers of motivation to explore.

    Why should I climb the tallest tower in the furthest castle, if I get the same stuff as from the chest behind the entrance door?

    Why should I conquer the strongest enemies and explore their castle if I'm better off killing millions of rats, then open a chest in the tavern cellar?

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    1. Re:Random loot and levelled loot. by TheThiefMaster · · Score: 1

      Explore both? You get more chance of good stuff then.

      Though in games, not everything can be truly random, as otherwise a string of bad luck can ruin the player's perception of the game. Likewise, a string of good luck can make a game too easy.

      On a related note, I always hated oblivion due to the fact that the game levelled enemies everywhere up with you, so you didn't really gain anything by killing anything. Why bother levelling if it doesn't help you to kill anything because they all level too?

    2. Re:Random loot and levelled loot. by SharpFang · · Score: 1

      unless they all respawn.

      respawn is the third killer of immersion and motivation.

      That's what really discouraged me from Stalker. An enemy spawning right behind my back in a place I had checked to be empty, and killing me in one rapid burst from his gun.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    3. Re:Random loot and levelled loot. by HTH+NE1 · · Score: 1

      Why should I climb the tallest tower in the furthest castle, if I get the same stuff as from the chest behind the entrance door?

      Why should you release Schröedinger's cat from its box?

      RPGs should let you take the chest without opening it and sell it unopened. You could get more from selling a mystery box than you will from what's actually in it, especially if you hype up where you recovered it in the marketplace.

      Hell, if it just let you play back your campaign to get it to potential buyers (in the guise of relating the story), that would be cool in itself. It could even discourage farming.

      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    4. Re:Random loot and levelled loot. by Twanfox · · Score: 1

      I loved System Shock 2 for how it handled respawns. If you walked into an area and cleared it of enemies, it would stay clear as long as you stayed there. Enemies would always respawn in areas outside of where you were at, and usually at a slow pace to give that truly creepy "omg, I don't know where they're coming from next!" feel. It always kept you on your toes and enhanced that feeling of the environment closing in around behind you as you moved.

    5. Re:Random loot and levelled loot. by kabocox · · Score: 1

      Why should I climb the tallest tower in the furthest castle, if I get the same stuff as from the chest behind the entrance door?

      Because you are a completionist and there happens to be a percentage of found items and you just have to find 100% of every item in every dungeon that you come across. Not that you ever really "have to" just for those near worthless items.

      Why should I conquer the strongest enemies and explore their castle if I'm better off killing millions of rats, then open a chest in the tavern cellar?
      Well, you can't fight a million rats at once. Fighting some of those secret bosses is about that difficult and gives you about that much experience/gold in one shot. The sad thing are games like dragon quest that after a certain point you just don't get the experience from any monsters except for a handful of special cases that give you far more experience than anything else in the game. (I hate metal slimes, liquid metal slimes, and king metal slimes.) In some games, killing one random enemy of a higher area is about worth killing 1k-2k basic rats.

    6. Re:Random loot and levelled loot. by SharpFang · · Score: 1

      in Oblivion: just before you grab the stone from the top of any oblivion towers, save.

      If you don't like what the stone contained, load, grab again, repeat until satisfied.

      It is undecided what the chest contains until you open it.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    7. Re:Random loot and levelled loot. by SharpFang · · Score: 1

      >>Because you are a completionist and there happens to be a percentage of found items

      No, they are entirely random and respawn after a while. I can raid the same ruin over and over, spending a week in a tavern in between the raids. There is no counter, there is just gold for sold stuff (which after a while becomes meaningless), and you won't find anything your current level doesn't allow for. And once you finally level up, the rats in the ruin will get stronger and give you more exp, and the loot will be somewhat better. But it doesn't matter if you do this here or there.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    8. Re:Random loot and levelled loot. by maglor_83 · · Score: 1

      For fun? Novel, I know.

    9. Re:Random loot and levelled loot. by Anonymous Coward · · Score: 0

      Absolutely not. Rather the opposite is true. Take the World of Warcraft model... the only thing people want is the highest tier raid loot. So what do they do? Raid the same dungeon over and over again for static drops.

      This has a couple of effects:
      1) It punishes small groups of players, who can't get such static items (probability 1)
      2) It makes repeating the same area over and over again preferable to exploration.

      Why not simply allow high level loot to drop off all creatures (that are high level) but giving a much higher probability to drops bosses in dungeons?

      In WoW this would actually cause high level guilds to want to raid not only the highest tier dungeons, (but because of timers) raid the lower tier dungeons as well for more (excellent) chances at high level loot. Of course, the highest tier dungeons would have the highest probability of dropping such loot.

      The other effect is that now small groups and single players can have a least *a chance* of getting high tier loot.

  22. from developer pov by ThePhilips · · Score: 1

    I can only add small tidbit from developer pov.

    Actually few games are truly random at low level. On many occasions I was faced with trivial matter that "pseudo" random numbers are not really all that random.

    The mentioned above problem is easily visible in aforementioned Tetris example and is direct result of poorness of random numbers.

    On one occasion, analyzing one source code, I have found clever trick with premade chains of "random" numbers: applying the chains twice (two level indexing), overall the random generator had for numbers in 0..127 range loop far above 32k and all delivered numbers were well distributed: as per definition there were no same number streaks longer than 3.

    As gamer though, I'd say, too much randomsness is often very distracting. Some console RPGs (e.g. mentioned above FF) are especially affected. If you look at real life, few events around us are really random...

    As fan of SRPG and strategical games in general, I prefer games where random events are normally consequences of your past actions. Or even games like Heroes of Might and Magic where there are essentially no randomness in battles (or it is always in known bounds) so that outcome largely depends on player's capabilities.

    --
    All hope abandon ye who enter here.
  23. Better physics is desirable? by BenEnglishAtHome · · Score: 5, Interesting

    Really?

    I don't think so. The National Rifle Association in the United States has slapped their logo on various games that did a very good job of replicating the real-world problems involved in shooting accurately. IIRC, there have been games covering benchrest, hi-power, and varmint (if you're a shooter, you'll know specifically what those are).

    Those games got panned by the gaming press as boring, boring, boring. They actually required people to think, account for all the variables, and then be satisfied when they merely score a correct hit. Just like real life. The gamers, however, wanted things to move faster. They wanted more Bang! Splat! Oof! to go with their game play. The notion of actually taking something close to real-life time to set up a shot was, to them, just needless tedium.

    So, no, I don't think if you make the difficulty of in-game shooting more accurately mirror real life, gamers will be happy.

    Then again, if you give them an infallible auto-aim, they'll complain about that, too.

    Hmmm.

    I'm really glad my livelihood doesn't depend on making decisions about these kinds of things.

    1. Re:Better physics is desirable? by lupis42 · · Score: 1

      Which games? I've never heard of a game like that. Also, there is such a thing as a middle ground. Games can model that sort of information without requiring that the player account for it unless the player tries to shoot from extreme distances. At 100 yards, most of those factors are irrelevant. At 400 yards, the bullet takes half a second to arrive at the target, and falls maybe a foot (depending on the source). At 1200 yards, the bullet is falling several feet, and the travel time is multiple seconds. For CoD, though, even the 400 yard shots are few and far between, so making the distinction between cover and concealment is probably more important. It all depends on the game.

    2. Re:Better physics is desirable? by MuValas · · Score: 1

      and falls maybe a foot (depending on the source).

      I'm pretty sure the distance dropped is relatively independent of the source, unless we're talking guns that shoot gliders or relativistic hyperbullets or something.

    3. Re:Better physics is desirable? by neomunk · · Score: 1

      You're doing the function by time, while the parent stated it as a function of distance. You don't need relativistic bullets, you just need variance of muzzle velocity.

    4. Re:Better physics is desirable? by BenEnglishAtHome · · Score: 1

      Which games? I'm not sure. The last I saw a big display of them was at the NRAs national convention in Houston which was, iirc, at least 4 years ago. I'm filtered at work and can't do much searching but I'm not turning anything up via Google. I know I played the demo at the convention and the varmint game got panned on that TechTV game review show, X-Play - you know, the one with Morgan Webb and the irritating guy.

      At 100 yards, most of those factors are irrelevant.

      Depends.

      For short-range benchrest shooters, a "screamer" is a group in the "0's" - that is, a group where five shots all fall within 0.0x inches of each other. (You can get a patch to put on your jacket when you shoot one.) It takes just a puff of wind, the sort of thing most people wouldn't even notice, to move a group from the zeroes to the ones or twos. Accounting for all the factors that literally can move a bullet less than a tenth of an inch at 100 yards is the sort of thing only the obsessive and compulsive can really master. These guys show up at matches with portable weather stations. They have wind-measuring devices placed all along the bullet path, from rifle to target. They study optics like a physicist since atmospheric temperature differentials between them and the target may make the apparent position of the target shift a few thousandths one way or the other.

      The sport is fascinating to read about but way too egg-headed for me. When it was translated into a game, I'm really not surprised that average folks found it simultaneously boring and daunting.

      Oh, and just as an aside, dealing with shooting at opponents instead of static targets - a very standard test of rifle marksmanship for police snipers when they report to training is to require them to uncase their rifle, load a round (no practice, no warmup, no prep time at all), and hit a one-inch circle at 100 yards. Generally, if you can't do that, you're nowhere near competent as a sniper. Somehow, most video games seem to fall short of an entertaining simulation of that sort of skill. I don't think it's possible to make an accurate simulation that's actually entertaining. Thus, most computer games involving any sort of "realistic" shooting tend to leave me cold.

    5. Re:Better physics is desirable? by BenEnglishAtHome · · Score: 3, Informative

      Yes, no, sorta, and not really.

      This stuff is really complex. Drop figures can't be accurately calculated straight across from flight time. You can get really close but "really close" isn't good enough if the ranges get long enough. Generally, bullets generate a small amount of aerodynamic lift so bullet drop is always just a tad less than a simple time of flight calculation would indicate. At extreme distances and widely varying velocities, that lift can induce enough uncertainty to be interesting. Atmospheric variables can induce enough additional uncertainty to make things *really* interesting. That's why very-long range shooting is such a fun sport.

    6. Re:Better physics is desirable? by kabocox · · Score: 2, Interesting

      Those games got panned by the gaming press as boring, boring, boring. They actually required people to think, account for all the variables, and then be satisfied when they merely score a correct hit. Just like real life. The gamers, however, wanted things to move faster. They wanted more Bang! Splat! Oof! to go with their game play. The notion of actually taking something close to real-life time to set up a shot was, to them, just needless tedium.

      So, no, I don't think if you make the difficulty of in-game shooting more accurately mirror real life, gamers will be happy.

      What you end up is sort of like all our racing games. Big simulations for all the behind the scenes crap for folks that are into that, but somewhat ignorable by everyone that just wants to grab a car and floor it around a track for a few minutes. Most weapons in games are not life like at all. There are a class of them that tries to pretend to be a bit more life like. Those games could use the behind the scenes stuff to model every shot and make them all fairly life like. You'd find out in short order that many gamers can't aim worth crap or yank the gun when they shouldn't. You just have to accept in a mass market game, that most people would treat life like physics as just added difficulty and not added fun. Come on how often has the average gamer ever shot a real gun? That's the only reason all these games can actually get away with not being life like. Only hunters or sport shooters know how guns really work, and they'd rather actually go out and shoot real guns. That's why those sim gun games the The National Rifle Association sticks their logo are considered boring. Real life stuff is generally boring and difficult if you have to do all the hard stuff.

    7. Re:Better physics is desirable? by somersault · · Score: 1

      Try operation flashpoint, you needed to fire ahead of your opponent and also use the markings on the scope to judge how far above your target to point the crosshairs to account for the pull of gravity on the bullet. Really messed me up for going back to stuff like Counter-Strike, but I still regard the 3 days going through the single player campaign as the best of any game I've played (I had 8 hours total sleep over those 3 days) :)

      --
      which is totally what she said
    8. Re:Better physics is desirable? by Chyeld · · Score: 2, Insightful

      You could have been thinking of NRA Gun Club or Country Varmit Hunter. Both of which, were in fact great bombs by all accounts.

      On the other hand, one was a completely non-violent gun game and the other was hunting varmits, I don't think the level of accuracy in the modeling of the guns was the sole contributing factor to their lemon level. There are plenty of "OCD detail level oriented" games out there than have fan bases, but they 'make up' for it by having interesting games behind them.

      Most people interesting in realistic target shooting are already going to have access to the real item.

    9. Re:Better physics is desirable? by SoupIsGoodFood_42 · · Score: 1

      Real life stuff is generally boring and difficult if you have to do all the hard stuff.

      Perhaps for many gamers, but certainly not all.

    10. Re:Better physics is desirable? by BenEnglishAtHome · · Score: 1

      I've done a little searching and I think I'm remembering this game and this game.

  24. Items by sanosuke001 · · Score: 1

    I'm more annoyed with item drops in MMO's. Adding randomness to FPS games and using probability to do miss/critial strikes makes sense. It doesn't make the game so easy it's boring while adding a bit of realism. It is much cheaper (as in CPU time) to random a shot than to add wind and gravity into your game and compute a ballistic path.

    As for item drops, when you're in a group and you have to hope the item you want drops and then hope you win it, it gets frustrating; especially when everyone else is getting stuff and you're "unlucky." I used to play Final Fantasy XI and this is one of the reasons I quit. Though, they did add a game element called Assault where after beating a level you earn Assault Points. Each area has a set of items you can purchase with Assault Points. Clear enough areas and collect enough points, you can buy whatever item you wish. No hoping it drops, no praying that you out-lot another player, no bitching and moaning from people who say they get more use out of a specific item than you do.

    --
    -SaNo
  25. anybody remember N64 golden eye? by eniacfoa · · Score: 1

    To "clock" golden eye 007 on N64 you had to pass every stage in a certain amount of time... The time given for the facility stage was 2:10... This was so low to actually pass it you needed 2 random events to happen. 1 - You had to collect a key to a door off a scientist. He would randomly appear in 4 different places, but you could only pass the stage in 2:10 if he was in 1 of the positions, (the one least out of your way) and 2 - you did not have time to stop at all or really even to turn around and shoot backwards, so you needed to get a crapload of headshots and take out as many enemys as possible so you would actually survive the run till the end, not easy with a controller. So not easy I consider it to be a random event with luck involved...If you missed a few head shots, youd have enemies chasing you shooting you from behind as you bolted through the stage... sometimes you could make it and sometimes you couldnt...even if you did make the 3/4 of the way in to meet the scientist he wasnt there most of the time to give you the key and just not enough time to go to any of the other positions he might be in...It took sooooo many attempts, but I beat that sucker!!!!!!! If i remember right that unlocked invincibility cheat lol...

  26. Parabolic path, piecewise linear collision by tepples · · Score: 1

    Sure there is. It's called limited computing resources. Collision tests involving parabolas and volumetric effects are far more costly than simple line-primitive collision tests.

    Then don't use the parabola in the collision test. Compute the parabolic trajectory 60 times a second, and then use the line segment between this frame and the next as the path for collision tests.

    1. Re:Parabolic path, piecewise linear collision by Purity+Of+Essence · · Score: 1

      How does that help? If a bullet fired horizontally from shoulder height takes a half of a second to fall, that's still 30 times as many calculations.

      --
      +0 Meh
    2. Re:Parabolic path, piecewise linear collision by somersault · · Score: 1

      In these days of games with crazy amounts of particles and other objects flying around with fairly realistic physics calculations (via just the CPU, phsyics cards, and now graphics cards with physics APIs) in a lot of games, I think your "limited resources" argument is a little silly. I expect even the Nintendo DS could handle a game with vaguely realistic bullet trajectories.

      --
      which is totally what she said
  27. Accurate space travel is boring, too. by EWAdams · · Score: 1

    So, for that matter, is much military activity. Most games provide entertainment, not a simulation of life. All a game needs to do is be honest about the level of accuracy offered. It's not a question of "right" or "wrong," but a question of which target audience you're aiming for.

    --
    I piss off bigots.
  28. Tetris randomizer != luck by tepples · · Score: 1

    waiting for that blasted straight piece in Tetris

    Random? That isn't random. It comes right after you block off the slot you were saving for it.

    Then why didn't you use the hold box to save an I tetromino? And why aren't you exploiting the fact that pieces come in groups of seven, one of each shape? You must be thinking of Bastet.

    1. Re:Tetris randomizer != luck by spyder913 · · Score: 1

      You must be playing a newer version of Tetris. The page you linked there talks about games post-2001. What about the NES, Gameboy and early PC versions, that were the craze and didn't have those features?

  29. Bejeweled by neonskimmer · · Score: 1

    Funny this gets posted today because just yesterday I was playing Bejeweled (iPhone version) and thinking about the fact that if it were purely random, you'd be hitting 'No Moves Left' all the time and it would be crazy frustrating.

    It seems to me that the game works this way: When you destroy some jewels, the game will give you either helpful, harmful or random jewels.

    As you go up levels the balance changes - between level 1 and 3 you get mostly helpful jewels and sometimes random ones. At level 4 it starts throwing in harmful combinations. By the time you're at level 10 or so you mostly get random or harmful combination with the occasional helpful.

    The helpful combinations make you feel lucky, or at least I think that's the idea.

  30. Doom and stochasticity by Spacelem · · Score: 2, Interesting

    I recall that the original Doom did random amounts of damage (since the designers were also roleplayers). This was most evident for the berserk pack, where you might do the same damage as an ordinary punch, but occasionally your fist would cause demons to explode. Also the shotgun would usually kill an imp in one shot, but not always. I loved this style of randomness, as it makes the game a little different each time, and not completely deterministic.

    Meanwhile, I like the idea of adding a random direction to a shot fired. It means that a pixel perfect shooter doesn't always get his mark, but on average he'll still be more accurate than a poor shooter. I don't think I've ever heard anyone complain that their machine gun has spread, so unless it becomes too random, why worry if it affects the rest of the weapons? In real life there are plenty of factors that make guns not shoot the exact same spot every time.

    Finally, (being someone who enjoys tabletop roleplaying, and also a researcher who mainly deals with stochastic simulation), randomness is a great way to allow people to play games without substituting the character's abilities for the player's. If your character is supposed to be good at shooting, and you point him at an enemy, then he'll hit more often if he's good. If you give your mook a gun, don't expect him to shoot accurately just because you can move the mouse to the right spot, because your character isn't very good at it. Conversely, he'll sometimes make a shot which is very difficult, but less often than the trained sniper (the same argument applies to other activities than shooting guns).

    Dedicated to randomness. Maybe.

  31. PC-itis, was Re:Incorporate Psychological Hacks by ghostlibrary · · Score: 1

    Yep, players suffer from Hero Syndrome, or PC-itis. If they are outnumbered the enemy 3 to 1, they will of course always win because they have superior numbers and any enemy victory is clearly impossible with those odds. But if they are outnumbered 1 to 3, they still expect to win because, hey, they're the hero.

    Put another way, all victories by me are due to my superior skill and tactics. All wins by the opponent were due to luck and cheating.

    This also applies to casino betting, and thus Vegas thrives.

    --
    A.
  32. And if the RNG sucks... by Anonymous Coward · · Score: 0

    Back in the late '80s we played Gemstone 2 by Simutronics on the GEnie service; it was a great game but it had been ported to run on the GEIS (General Electric Information Service) mainframe servers and there was an "issue" with the random number generator.

    In melee combat, the system rolled a D20. If it rolled a 20 it would roll again, theoretically up to three times for a max hit of 60.

    I played for several years, as did a number of friends, and we kept many logs. We analyzed the combat some time later just for the fun of it. During all that time only two >20 results were ever seen; '37' being common, and one time (in our experience) a '22', which happened just before a crash so we think it was spurious.

    The only number that would come up after that initial '20' was a '17'. They never fixed the bug at GEIS or in the game (which became Gemstone 3, and later Gemstone 4, which presumably had better RNGs!).

    I hope that not-so-randomness is not an issue any more; it was laughable then though we always wanted to see a bigger number 'just once!'.

  33. RPGs (and not the Final Fantasy kind) by tepples · · Score: 1

    If a bullet fired horizontally from shoulder height takes a half of a second to fall, that's still 30 times as many calculations.

    If someone's shooting a slower weapon such as propelled grenades, your simulation has to calculate the path of those 60 times a second anyway. So why not just make bullets a subclass of the same projectile class used for RPGs, hand grenades, etc.?

  34. "Stacked Odds" is more stacked than Tetris allows by Khopesh · · Score: 2, Informative

    Random? That isn't random. It comes right after you block off the slot you were saving for it.

    You mean like in this game?

    That link doesn't implement Tetris properly (even ignoring the dimensions issue). When I was playing wisely, it gave me 27 Z pieces in a row (since Z pieces can't fit into each other and form lines, this is a guaranteed game-over); the only way out is to place one in a worse place and form a hole. As a link below points out, modern Tetris implementations limit the number of repeat blocks and ensure a good distribution within the random selection; you're guaranteed a straight piece at least once every thirteen pieces and no more than two of the same piece in a row.

    Also, my Firefox on Linux fails to show my score; I had to count lines. I keep getting better, but I'm losing interest now that I've hit 17 lines (and I'm forced to place pieces sub-optimally to get out of loops of the same piece).

    I think a better choice is the more famous one, as mentioned a few years ago here on Slashdot, Bastard Tetris Hates You. Downside: You can't play it online.

    Yes, I played waaaaay too much Tetris back in the day.

    --
    Use my userscript to add story images to Slashdot. There's no going back.
  35. Mario Kart by Ithelrand · · Score: 1

    Seriously, no one has mentioned Mario Kart yet? Where the random effects of items only got worse in the Wii version? (Increase to 12 racers, more powerful items like Bullet Bill, red shell no longer dodgable with sparks)

    I must admit however, that the increased chaos does lead to a greater depth of gameplay and more experience players are better able to compensate for it. Still doesn't help when you're about to cross the finish line and get hit with a blue shell, red shell one-two punch and wind up finishing in 5th.

    Relevant XKCD

  36. Re:"Stacked Odds" is more stacked than Tetris allo by Khopesh · · Score: 1

    Note to self - Bastard Tetris (bastet) has the same fallacy and will happily give you several of the same piece in a row, but it's a little smarter than Stacked Odds and less vulnerable to infinite loops.

    --
    Use my userscript to add story images to Slashdot. There's no going back.
  37. Evident and Concealed? by Cpt+Redbeard · · Score: 1

    I stopped reading on the second page of that Gamasutra article. It seemed to me that the distinction between evident and concealed luck transparency was simply a matter of perception.

    Every one of the five examples given were clearly evident to me. There's not much point in reading an article when begins its explanation subjectively, presented objectively.

  38. Old Tetris != in print by tepples · · Score: 1

    What about the NES, Gameboy and early PC versions, that were the craze and didn't have those features?

    Those versions are no longer in print, and it appears The Tetris Company might not even let them go back into print. For instance, instead of putting Tetris for NES or N64 on Virtual Console, Nintendo had Hudson develop a new WiiWare game based on the Tetris Guideline. (In Russia, the party finds YOU!) And Tetris Worlds for Game Boy Advance has the new Guideline randomizer.

  39. so by Anonymous Coward · · Score: 0

    that's why the tank in UT2004 fires so poorly. Missing 3 out of 4 shots at medium range in the tank in real life would get the manufacturer killed by our own military after the mutiny. The conditions, replicated thousands of times, tank sitting still in the open and taking no fire. It took at minimum four shots just to get one on target hit. I quit shooter games because of that crap. I got sick of smashing trackballs and mice from the frustration. The guy who dreamed it up deserves a very bad end.

  40. Real-life iron sites are not pixel perfect, by WastedMeat · · Score: 1
    especially on combat/defensive weapons. If you are aiming a real AR-15/M-16, for example, there is a small amount of guesswork in keeping the front sight post in the center of the rear aperture, and it is something you have to reestablish with each shot. There is no magic "kill pixel" in the center of your vision.

    There is an old game called Trespasser, which somewhat pioneered realistic physics in a shooter, and you did have to use commands to manipulate your wrist and forearm to line up the sights on the guns. Needless to say, players are far better off just assuming their character is not an Olympic medalist quality marksman, and accepting some imperfection for the sake of realism.

    For something like the Wii though, if you manually have to aim the accessory, and it shakes a bit between shots, or maybe the screen shakes slightly and is slightly removed from its original position to simulate recoil, there is probably no need for any randomness in the shot placement (aside from shifting the FOV slightly in the second case).

  41. GTA San andreas by Anonymous Coward · · Score: 0

    In san andreas, I was moving things with a giant crane to a dumper truck when a plane hit the top of the crane and crashed on the dumper truck. There was no reason why this plane passed here and by destroying the dumper truck, my mission failed.