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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."

7 of 156 comments (clear)

  1. 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.

    --
    Insert self-referential sig here.
    1. 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.

  2. 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'.

  3. 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. :)

  4. 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.

  5. 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.

  6. 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.