[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:04.24,0:00:07.67,Default,,0000,0000,0000,,Video games are full of randomness. Dialogue: 0,0:00:07.67,0:00:11.64,Default,,0000,0000,0000,,There are roguelikes with procedurally-generated\Nlevel layouts. Dialogue: 0,0:00:11.64,0:00:14.24,Default,,0000,0000,0000,,Role-playing games with random encounters. Dialogue: 0,0:00:14.24,0:00:17.02,Default,,0000,0000,0000,,Strategy games with unlucky misses. Dialogue: 0,0:00:17.02,0:00:23.49,Default,,0000,0000,0000,,And games that play with cards, dice, roulette\Nwheels, and random number generators, or RNG. Dialogue: 0,0:00:23.49,0:00:28.35,Default,,0000,0000,0000,,It’s all the same stuff, really: situations\Nand systems where the outcome is not fully Dialogue: 0,0:00:28.35,0:00:34.44,Default,,0000,0000,0000,,determined by the developer or the player,\Nbut driven by the unpredictable whims of lady luck. Dialogue: 0,0:00:34.44,0:00:39.18,Default,,0000,0000,0000,,But while randomness is responsible for some\Ntruly wonderful moments in gaming, it can Dialogue: 0,0:00:39.18,0:00:44.86,Default,,0000,0000,0000,,also be a cruel mistress that leads to unfair\Noutcomes and frustrating failures. Dialogue: 0,0:00:44.86,0:00:50.64,Default,,0000,0000,0000,,RNGesus - who is the personification of luck\Nin the gaming community - is cursed just as Dialogue: 0,0:00:50.64,0:00:52.51,Default,,0000,0000,0000,,often as he’s worshiped. Dialogue: 0,0:00:52.51,0:00:54.00,Default,,0000,0000,0000,,So, what gives? Dialogue: 0,0:00:54.00,0:00:58.45,Default,,0000,0000,0000,,Why does this single game design tool lead\Nto such radically different reactions? Dialogue: 0,0:00:58.45,0:01:02.22,Default,,0000,0000,0000,,Do we just like luck when it lands in our\Nfavour, and hate it when we lose? Dialogue: 0,0:01:02.22,0:01:04.50,Default,,0000,0000,0000,,No, I don’t think so. Dialogue: 0,0:01:04.50,0:01:09.80,Default,,0000,0000,0000,,The truth is, some game designers actually\Nsplit randomness into two distinctly different Dialogue: 0,0:01:09.80,0:01:15.46,Default,,0000,0000,0000,,concepts - and recognising these differences\Ncan be the secret to wrangling RNG, and making Dialogue: 0,0:01:15.46,0:01:18.09,Default,,0000,0000,0000,,luck more fun than frustrating. Dialogue: 0,0:01:18.09,0:01:24.46,Default,,0000,0000,0000,,I’m Mark Brown, you’re watching Game Maker’s\NToolkit, and this is the two types of random. Dialogue: 0,0:01:28.42,0:01:32.78,Default,,0000,0000,0000,,Before we get to that, though, I think we\Nneed to talk about why randomness is used Dialogue: 0,0:01:32.78,0:01:35.34,Default,,0000,0000,0000,,in game design, at all. Dialogue: 0,0:01:35.34,0:01:39.14,Default,,0000,0000,0000,,For starters, randomness is used to provide\Nvariety. Dialogue: 0,0:01:39.14,0:01:45.20,Default,,0000,0000,0000,,Well-made algorithms can pump out practically\Ninfinite set-ups, levels, characters, and problems. Dialogue: 0,0:01:45.20,0:01:50.41,Default,,0000,0000,0000,,Sure, a procedurally generated level is almost\Nnever as good as a completely hand-crafted Dialogue: 0,0:01:50.41,0:01:54.92,Default,,0000,0000,0000,,one - but the clear advantage is diversity\Nand quantity. Dialogue: 0,0:01:54.92,0:02:00.07,Default,,0000,0000,0000,,You couldn’t make a game like Shadow of\NMordor, with its unique cast of Orc captains; Dialogue: 0,0:02:00.07,0:02:05.57,Default,,0000,0000,0000,,or Minecraft, with its infinitely-large worlds,\Nwithout a big dollop of randomness. Dialogue: 0,0:02:05.57,0:02:10.29,Default,,0000,0000,0000,,Some games generate content once, and then\Ndistribute that to all players - that’s Dialogue: 0,0:02:10.29,0:02:16.69,Default,,0000,0000,0000,,how every No Man’s Sky player gets to explore\Nthe same set of, uh, 18 quintillion planets. Dialogue: 0,0:02:16.69,0:02:20.89,Default,,0000,0000,0000,,Other games generate new content every time\Nyou play, which is how games in the roguelike Dialogue: 0,0:02:20.89,0:02:22.38,Default,,0000,0000,0000,,genre work. Dialogue: 0,0:02:22.38,0:02:27.02,Default,,0000,0000,0000,,That can be beneficial because by removing\Nthe ability to endlessly replay the same level Dialogue: 0,0:02:27.02,0:02:32.60,Default,,0000,0000,0000,,and memorise every aspect of the stage, players\Nare forced to master the underlying mechanics Dialogue: 0,0:02:32.60,0:02:36.99,Default,,0000,0000,0000,,of the game itself - so they’re ready for\Nabsolutely anything the algorithm might throw Dialogue: 0,0:02:36.99,0:02:38.28,Default,,0000,0000,0000,,at them. Dialogue: 0,0:02:38.28,0:02:41.98,Default,,0000,0000,0000,,Randomness is also a way to balance a multiplayer\Ngame. Dialogue: 0,0:02:41.98,0:02:47.75,Default,,0000,0000,0000,,Basically, lucky rolls and unlucky draws can\Nlimit the importance of pure skill, and give Dialogue: 0,0:02:47.75,0:02:50.17,Default,,0000,0000,0000,,newer players a chance to get ahead. Dialogue: 0,0:02:50.17,0:02:55.24,Default,,0000,0000,0000,,That’s especially true when the randomness\Nis weighted in favour of new players, such Dialogue: 0,0:02:55.24,0:02:59.86,Default,,0000,0000,0000,,as in Mario Kart where the random item boxes\Nare way more generous to the players at the Dialogue: 0,0:02:59.86,0:03:03.05,Default,,0000,0000,0000,,back of the pack, than those in first place. Dialogue: 0,0:03:03.05,0:03:07.46,Default,,0000,0000,0000,,This is usually only desirable when it’s\Nexpected that players of vastly different Dialogue: 0,0:03:07.46,0:03:12.22,Default,,0000,0000,0000,,skill levels will be playing together - otherwise,\Nthe randomness can obscure who is actually Dialogue: 0,0:03:12.22,0:03:13.54,Default,,0000,0000,0000,,the most skilled combatant. Dialogue: 0,0:03:13.54,0:03:18.65,Default,,0000,0000,0000,,So that’s why it appears more often in party\Ngames and board games for families, and not Dialogue: 0,0:03:18.65,0:03:20.72,Default,,0000,0000,0000,,esport-level stuff. Dialogue: 0,0:03:20.72,0:03:24.62,Default,,0000,0000,0000,,Randomness can also be used to make rewards\Nin games more exciting. Dialogue: 0,0:03:24.63,0:03:29.09,Default,,0000,0000,0000,,Grabbing an awesome new weapon from a dead\Nbody in a looter shooter like Borderlands Dialogue: 0,0:03:29.09,0:03:33.90,Default,,0000,0000,0000,,is way more exciting when you know there was\Nonly a small chance for that gun to drop. Dialogue: 0,0:03:33.90,0:03:38.20,Default,,0000,0000,0000,,This can, of course, be taken to the extreme,\Ncreating a Skinner box trick that’s designed Dialogue: 0,0:03:38.20,0:03:42.47,Default,,0000,0000,0000,,to sap your time or, more perniciously, your\Nwallet. Dialogue: 0,0:03:42.47,0:03:47.52,Default,,0000,0000,0000,,And finally, randomness can play a role in\Nthe player’s formation of plans - which Dialogue: 0,0:03:47.52,0:03:51.18,Default,,0000,0000,0000,,are strategies that take a number of steps\Nto achieve. Dialogue: 0,0:03:51.18,0:03:55.79,Default,,0000,0000,0000,,Making plans requires information - which\Nis essentially the current state of the game’s Dialogue: 0,0:03:55.79,0:04:01.01,Default,,0000,0000,0000,,variables like the enemy’s location, health,\Nand perhaps even their intention for what Dialogue: 0,0:04:01.01,0:04:02.46,Default,,0000,0000,0000,,they’ll do on the next turn. Dialogue: 0,0:04:02.46,0:04:06.32,Default,,0000,0000,0000,,The more information we have, the better our\Nplans can be. Dialogue: 0,0:04:06.32,0:04:09.71,Default,,0000,0000,0000,,But too much information can actually be quite\Ntroublesome. Dialogue: 0,0:04:09.71,0:04:15.22,Default,,0000,0000,0000,,For one, complete transparency can lead to\Nplayers being able to calculate many possible Dialogue: 0,0:04:15.22,0:04:20.99,Default,,0000,0000,0000,,moves into the future to figure out the optimum\Nchoice - a paralysis of analysis which can Dialogue: 0,0:04:20.99,0:04:26.35,Default,,0000,0000,0000,,be super tedious, but you already know how\Nplayers can optimise the fun out of a game. Dialogue: 0,0:04:26.35,0:04:31.10,Default,,0000,0000,0000,,This can already happen on a single turn of\NInto the Breach, which is a tactics game that Dialogue: 0,0:04:31.10,0:04:35.43,Default,,0000,0000,0000,,shows you the entire board and every enemy’s\Nplan for their upcoming turn. Dialogue: 0,0:04:35.43,0:04:41.15,Default,,0000,0000,0000,,You can spend 10, 20 minutes just staring\Nat a static screen, figuring out the ramifications Dialogue: 0,0:04:41.15,0:04:43.20,Default,,0000,0000,0000,,of every choice you might make. Dialogue: 0,0:04:43.20,0:04:49.24,Default,,0000,0000,0000,,Plus, we can create airtight plans which rarely\Nfail - like in Plants vs Zombies where we Dialogue: 0,0:04:49.24,0:04:55.35,Default,,0000,0000,0000,,get to see the exact cast of upcoming monsters\Nand can quite easily create the perfect defence. Dialogue: 0,0:04:55.35,0:05:00.07,Default,,0000,0000,0000,,This can create flat and uneventful gameplay,\Nas it’s often much better when plans get Dialogue: 0,0:05:00.07,0:05:05.95,Default,,0000,0000,0000,,disrupted with surprising new information\N- forcing us to react, regroup, and replan. Dialogue: 0,0:05:05.95,0:05:09.98,Default,,0000,0000,0000,,There’s never been a good movie where the\Nheroes come up with a scheme and it just perfectly Dialogue: 0,0:05:09.98,0:05:11.72,Default,,0000,0000,0000,,works as intended. Dialogue: 0,0:05:11.72,0:05:14.55,Default,,0000,0000,0000,,Drama is driven by the unexpected. Dialogue: 0,0:05:14.55,0:05:19.39,Default,,0000,0000,0000,,So we generally want to cap the amount of\Ninformation the player has access to. Dialogue: 0,0:05:19.39,0:05:24.78,Default,,0000,0000,0000,,The game designer Keith Burgun calls this\Nthe information horizon, defined as “the Dialogue: 0,0:05:24.78,0:05:28.66,Default,,0000,0000,0000,,distance between the current turn, and the\Npoint at which information becomes known to Dialogue: 0,0:05:28.66,0:05:29.84,Default,,0000,0000,0000,,a player”. Dialogue: 0,0:05:29.84,0:05:35.41,Default,,0000,0000,0000,,And there are four main ways to do this - exponential\Ncomplexity, like the ever-expanding matrix Dialogue: 0,0:05:35.41,0:05:37.33,Default,,0000,0000,0000,,of game states in chess. Dialogue: 0,0:05:37.33,0:05:41.95,Default,,0000,0000,0000,,Execution uncertainty, which comes from the\Nplayer’s unpredictable ability to carry Dialogue: 0,0:05:41.95,0:05:43.97,Default,,0000,0000,0000,,out skill-based challenges. Dialogue: 0,0:05:43.97,0:05:49.21,Default,,0000,0000,0000,,Hidden information, like the fog-of-war that\Nhides the enemy’s plans in Starcraft. Dialogue: 0,0:05:49.21,0:05:54.53,Default,,0000,0000,0000,,And, the one we’re talking about today - randomness\N- like not knowing what the enemies will do Dialogue: 0,0:05:54.53,0:05:57.77,Default,,0000,0000,0000,,on the next turn in Into the Breach. Dialogue: 0,0:05:57.77,0:06:05.86,Default,,0000,0000,0000,,You can’t make perfect plans if certain\Nfactors are, by design, completely unpredictable. Dialogue: 0,0:06:05.86,0:06:10.02,Default,,0000,0000,0000,,So, randomness certainly has a role in game\Ndesign. Dialogue: 0,0:06:10.03,0:06:15.09,Default,,0000,0000,0000,,But to really get to grips with it, we need\Nto break it down into two types - which game Dialogue: 0,0:06:15.09,0:06:21.63,Default,,0000,0000,0000,,designers frequently refer to as input randomness,\Nand output randomness. Dialogue: 0,0:06:21.63,0:06:26.84,Default,,0000,0000,0000,,Input randomness is when a random event occurs\Nbefore the player gets to make a decision. Dialogue: 0,0:06:26.84,0:06:32.10,Default,,0000,0000,0000,,The most obvious take on this is the procedurally\Ngenerated levels in a roguelike, because they’re Dialogue: 0,0:06:32.10,0:06:35.20,Default,,0000,0000,0000,,cobbled together and then you get to play\Nin them. Dialogue: 0,0:06:35.20,0:06:40.31,Default,,0000,0000,0000,,Other examples are drawing a hand of cards\Nbefore taking your turn in a deckbuilder, Dialogue: 0,0:06:40.31,0:06:45.16,Default,,0000,0000,0000,,or rolling dice and then choosing where to\Nspend them in Dicey Dungeons. Dialogue: 0,0:06:45.16,0:06:49.73,Default,,0000,0000,0000,,Output randomness, though, is when you make\Na decision and then luck takes over and the Dialogue: 0,0:06:49.73,0:06:51.37,Default,,0000,0000,0000,,game tells you what happened. Dialogue: 0,0:06:51.37,0:06:56.73,Default,,0000,0000,0000,,The most infamous example of this is hit chances\Nin XCOM, where you tell your soldier to shoot Dialogue: 0,0:06:56.73,0:07:01.41,Default,,0000,0000,0000,,an alien - but it’s down to chance whether\Nyour bullets will actually hit their target. Dialogue: 0,0:07:01.41,0:07:06.25,Default,,0000,0000,0000,,Other examples are not knowing what the enemy\Nwill do until after you press “End Turn” Dialogue: 0,0:07:06.25,0:07:11.33,Default,,0000,0000,0000,,or, I guess, paying for a lootbox and only\Nafterwards being told what was in it. Dialogue: 0,0:07:11.33,0:07:19.20,Default,,0000,0000,0000,,I’ve heard the same concepts be called pre-luck\Nand post-luck, by Civilzation 4 designer Soren Johnson. Dialogue: 0,0:07:19.20,0:07:22.54,Default,,0000,0000,0000,,But let’s stick to input and output for\Nthis video. Dialogue: 0,0:07:22.54,0:07:28.07,Default,,0000,0000,0000,,These two terms were first introduced, as\Nfar as I can tell, on the podcast Ludology Dialogue: 0,0:07:28.07,0:07:31.81,Default,,0000,0000,0000,,GEOFF ENGELSTEIN: “In general, I find this distinction\Nbetween input and output randomness to be Dialogue: 0,0:07:31.81,0:07:32.90,Default,,0000,0000,0000,,very valuable. Dialogue: 0,0:07:32.90,0:07:38.07,Default,,0000,0000,0000,,I think this is the fundamental difference\Nbetween randomness that supports strategy, Dialogue: 0,0:07:38.07,0:07:40.93,Default,,0000,0000,0000,,and randomness that undercuts strategy”. Dialogue: 0,0:07:40.93,0:07:44.13,Default,,0000,0000,0000,,The host, Geoff Engelstein, makes a good point\Nthere. Dialogue: 0,0:07:44.13,0:07:50.23,Default,,0000,0000,0000,,Output randomness is certainly more responsible\Nfor anger and resentment than input randomness. Dialogue: 0,0:07:50.23,0:07:55.29,Default,,0000,0000,0000,,Output can take away control, and break your\Nplans not out of strategic incompetence but Dialogue: 0,0:07:55.29,0:07:56.76,Default,,0000,0000,0000,,sheer bad luck. Dialogue: 0,0:07:56.76,0:08:01.50,Default,,0000,0000,0000,,And most of the random stuff we like the least\Nin games can be labeled as output randomness Dialogue: 0,0:08:01.50,0:08:04.58,Default,,0000,0000,0000,,- such as random encounters and loot boxes. Dialogue: 0,0:08:04.58,0:08:10.22,Default,,0000,0000,0000,,So certain developers are becoming privy to\Nthis - after FTL, which was stuffed to bursting Dialogue: 0,0:08:10.22,0:08:16.09,Default,,0000,0000,0000,,with swingy output randomness, Subset made\NInto the Breach which almost exclusively features Dialogue: 0,0:08:16.09,0:08:20.67,Default,,0000,0000,0000,,input randomness - leading to a much fairer\Nand more strategic game. Dialogue: 0,0:08:20.67,0:08:25.81,Default,,0000,0000,0000,,And while early builds of Slay the Spire hid\Nwhat the enemies were planning to do until Dialogue: 0,0:08:25.81,0:08:30.80,Default,,0000,0000,0000,,after you finished your turn, the devs found\Nthe game was way more fun when they switched Dialogue: 0,0:08:30.80,0:08:36.09,Default,,0000,0000,0000,,things so the random choice happened at the\Nstart of your turn - allowing you to strategise Dialogue: 0,0:08:36.09,0:08:37.92,Default,,0000,0000,0000,,around your foes. Dialogue: 0,0:08:37.92,0:08:40.02,Default,,0000,0000,0000,,Output became input. Dialogue: 0,0:08:40.02,0:08:45.26,Default,,0000,0000,0000,,But I don’t think it’s just a case of\Ninput randomness equals good, output randomness Dialogue: 0,0:08:45.26,0:08:46.35,Default,,0000,0000,0000,,equals bad. Dialogue: 0,0:08:46.35,0:08:52.47,Default,,0000,0000,0000,,They’re both tools that must be used wisely,\Nand poorly designed input randomness can wreck Dialogue: 0,0:08:52.47,0:08:58.82,Default,,0000,0000,0000,,a game, just like carefully tuned output randomness\Ncan, sometimes, improve it. Dialogue: 0,0:09:00.48,0:09:05.78,Default,,0000,0000,0000,,With input randomness, these unpredictable\Nstarting conditions can sometimes massively Dialogue: 0,0:09:05.79,0:09:08.50,Default,,0000,0000,0000,,dictate the likelihood of success. Dialogue: 0,0:09:08.50,0:09:12.65,Default,,0000,0000,0000,,So in Spelunky, these crates have random items\Nin them. Dialogue: 0,0:09:12.65,0:09:17.09,Default,,0000,0000,0000,,You’re much more likely to get something\Nmediocre like bombs or ropes than something Dialogue: 0,0:09:17.09,0:09:22.31,Default,,0000,0000,0000,,amazing like a shotgun or jetpack - but if\Nyou are so lucky as to get one of these items Dialogue: 0,0:09:22.31,0:09:26.62,Default,,0000,0000,0000,,at the start of the game, you’re going to\Nhave a much easier time of things. Dialogue: 0,0:09:26.62,0:09:31.12,Default,,0000,0000,0000,,This can make it hard to tell if your success\Nwas down to skill, or just good luck. Dialogue: 0,0:09:31.12,0:09:35.88,Default,,0000,0000,0000,,And it can also make runs where you don’t\Nget the goodies feel slightly pointless. Dialogue: 0,0:09:35.88,0:09:41.18,Default,,0000,0000,0000,,Some speedrunners will just restart the game\Nover and over again until luck is in their Dialogue: 0,0:09:41.18,0:09:45.60,Default,,0000,0000,0000,,favour, and they get good items in an early\Ncrate or shop. Dialogue: 0,0:09:45.60,0:09:50.30,Default,,0000,0000,0000,,To be fair, this does lend Spelunky an interestingly\Nspiky texture. Dialogue: 0,0:09:50.30,0:09:55.83,Default,,0000,0000,0000,,But designers have found some clever new ways\Nto present random starting conditions. Dialogue: 0,0:09:55.83,0:10:00.52,Default,,0000,0000,0000,,In Slay the Spire, the devs didn’t want\Nyou to just hit restart until you got some Dialogue: 0,0:10:00.52,0:10:04.68,Default,,0000,0000,0000,,really powerful cards or a relic at the beginning\Nof your run. Dialogue: 0,0:10:04.68,0:10:09.98,Default,,0000,0000,0000,,So they introduced a system where you start\Nthe game with additional bonuses - but only Dialogue: 0,0:10:09.98,0:10:13.60,Default,,0000,0000,0000,,if you made it to the first boss on your previous\Ngo. Dialogue: 0,0:10:13.60,0:10:18.29,Default,,0000,0000,0000,,This encourages players to at least try to\Nplay with the stuff they’re given, and who Dialogue: 0,0:10:18.29,0:10:23.15,Default,,0000,0000,0000,,knows - maybe they’ll still find a strategy\Nthat can see them be victorious. Dialogue: 0,0:10:23.15,0:10:28.24,Default,,0000,0000,0000,,Another way is to control the randomness in\Nsome fashion, to reduce the chaos that it Dialogue: 0,0:10:28.24,0:10:29.61,Default,,0000,0000,0000,,can bring. Dialogue: 0,0:10:29.61,0:10:34.78,Default,,0000,0000,0000,,When setting up the tabletop game Pandemic,\Nyou start by removing all of the epidemic Dialogue: 0,0:10:34.78,0:10:36.98,Default,,0000,0000,0000,,cards from the play deck. Dialogue: 0,0:10:36.98,0:10:42.80,Default,,0000,0000,0000,,These cards are terrifying game-changing events\Nthat can completely demolish your team. Dialogue: 0,0:10:42.80,0:10:47.79,Default,,0000,0000,0000,,You then split the remaining cards into four\Npiles, and shuffle one epidemic card into Dialogue: 0,0:10:47.79,0:10:48.79,Default,,0000,0000,0000,,each. Dialogue: 0,0:10:48.79,0:10:53.01,Default,,0000,0000,0000,,Finally, you stack the four piles together\Nto create a finished deck. Dialogue: 0,0:10:53.01,0:10:57.78,Default,,0000,0000,0000,,It’s a bit of a faff, but it’s a clever\Nway of ensuring that you always have a pretty Dialogue: 0,0:10:57.78,0:11:02.11,Default,,0000,0000,0000,,fair game, where epidemic events happen evenly\Nthroughout the adventure. Dialogue: 0,0:11:02.11,0:11:08.59,Default,,0000,0000,0000,,It’s impossible to have, say, three epidemics\Nat the very start, or no epidemics until long Dialogue: 0,0:11:08.59,0:11:10.05,Default,,0000,0000,0000,,after you’ve cured all the diseases. Dialogue: 0,0:11:10.05,0:11:14.55,Default,,0000,0000,0000,,But there’s still a chance of getting two\Nepidemics in a row, or having an epidemic Dialogue: 0,0:11:14.55,0:11:18.94,Default,,0000,0000,0000,,on the very first turn - though, neither of\Nthese would break the game, and the odds are Dialogue: 0,0:11:18.94,0:11:23.08,Default,,0000,0000,0000,,slim enough for those to be exciting, surprising,\None-off events. Dialogue: 0,0:11:23.08,0:11:26.17,Default,,0000,0000,0000,,I’ve never said the word epidemic so many\Ntimes. Dialogue: 0,0:11:26.17,0:11:30.23,Default,,0000,0000,0000,,And, actually, lots of games put limits on\Ntheir randomness. Dialogue: 0,0:11:30.23,0:11:35.78,Default,,0000,0000,0000,,Diablo 3 has a smart loot system, where you’re\Nmore likely to find items that match the character Dialogue: 0,0:11:35.78,0:11:40.75,Default,,0000,0000,0000,,class you’re playing - to reduce the likelihood\Nof finding pointless hats and swords. Dialogue: 0,0:11:40.75,0:11:45.30,Default,,0000,0000,0000,,And in modern versions of Tetris, the game\Ndoesn’t just pick a block at random for Dialogue: 0,0:11:45.30,0:11:46.50,Default,,0000,0000,0000,,every drop. Dialogue: 0,0:11:46.50,0:11:51.86,Default,,0000,0000,0000,,Instead, the game generates a random sequence\Nof all seven blocks and then delivers them Dialogue: 0,0:11:51.86,0:11:55.24,Default,,0000,0000,0000,,in that order - before making a new sequence. Dialogue: 0,0:11:55.24,0:11:59.49,Default,,0000,0000,0000,,This ensures that you’ll always get a diverse\Nselection of blocks, and there’s an absolute Dialogue: 0,0:11:59.49,0:12:05.17,Default,,0000,0000,0000,,maximum of twelve garbage blocks between two\Ngorgeous I-blocks. Dialogue: 0,0:12:05.17,0:12:08.44,Default,,0000,0000,0000,,Sometimes called line pieces, or Colin Blocksworth. Dialogue: 0,0:12:08.44,0:12:13.60,Default,,0000,0000,0000,,And, for what it’s worth, while Spelunky\Ntypically has a low chance of randomly giving Dialogue: 0,0:12:13.60,0:12:19.05,Default,,0000,0000,0000,,you one of these icky dark levels - the game\Nwon’t spawn one if you finished the previous Dialogue: 0,0:12:19.05,0:12:24.37,Default,,0000,0000,0000,,stage in under 20 seconds, just to be merciful\Nto speedunners. Dialogue: 0,0:12:24.37,0:12:29.31,Default,,0000,0000,0000,,Another thing to consider is how often are\Nnew input randomness events occurring? Dialogue: 0,0:12:29.31,0:12:33.94,Default,,0000,0000,0000,,If these occur at the start of every single\Nturn, it can have the effect of drawing the Dialogue: 0,0:12:33.94,0:12:38.70,Default,,0000,0000,0000,,information horizon in claustrophobically\Nclose - and stopping you from making plans Dialogue: 0,0:12:38.70,0:12:40.86,Default,,0000,0000,0000,,that last any time at all. Dialogue: 0,0:12:40.86,0:12:45.65,Default,,0000,0000,0000,,Designers should, ideally, consider their\Ngame’s information flow - a term invented Dialogue: 0,0:12:45.65,0:12:49.56,Default,,0000,0000,0000,,by Ethan Hoeppner in the article Plan Disruption. Dialogue: 0,0:12:49.56,0:12:55.15,Default,,0000,0000,0000,,He points to XCOM, where we can make strategic\Nplans about how we want to approach each mission Dialogue: 0,0:12:55.15,0:12:59.93,Default,,0000,0000,0000,,and for a good few turns our plan will be\Npretty viable - not perfect, thanks to all Dialogue: 0,0:12:59.93,0:13:01.48,Default,,0000,0000,0000,,the output randomness. Dialogue: 0,0:13:01.48,0:13:02.67,Default,,0000,0000,0000,,But close enough. Dialogue: 0,0:13:02.67,0:13:07.11,Default,,0000,0000,0000,,But every now and again, you’ll stumble\Nonto a new pod of enemies, or a fresh bunch Dialogue: 0,0:13:07.11,0:13:09.89,Default,,0000,0000,0000,,of foes will descend onto the battlefield. Dialogue: 0,0:13:09.89,0:13:15.69,Default,,0000,0000,0000,,This unexpected spike in new information disrupts\Nyour plans and forces you to stop, regroup Dialogue: 0,0:13:15.69,0:13:17.01,Default,,0000,0000,0000,,and rethink. Dialogue: 0,0:13:17.01,0:13:22.61,Default,,0000,0000,0000,,He says “a good pattern to follow is the\Nspiky information flow, in which high-impact Dialogue: 0,0:13:22.61,0:13:28.29,Default,,0000,0000,0000,,information is collected into discrete spikes\Nthat happen at regular intervals, with a slow, Dialogue: 0,0:13:28.29,0:13:32.35,Default,,0000,0000,0000,,regular flow of information between the spikes”. Dialogue: 0,0:13:32.35,0:13:37.65,Default,,0000,0000,0000,,As for output randomness - you might wonder\Nwhy developers would want to use it at all. Dialogue: 0,0:13:37.65,0:13:42.76,Default,,0000,0000,0000,,Well, for starters, this sort of randomness\Ncan be a good way of simulating mistakes and Dialogue: 0,0:13:42.76,0:13:47.84,Default,,0000,0000,0000,,inaccuracies in a game with an abstract combat\Nsystem - which is games where you tell characters Dialogue: 0,0:13:47.84,0:13:51.69,Default,,0000,0000,0000,,to perform an action rather than doing the\Naction yourself. Dialogue: 0,0:13:51.69,0:13:55.87,Default,,0000,0000,0000,,If your units never missed, then that wouldn’t\Nbe particularly realistic. Dialogue: 0,0:13:55.87,0:14:01.22,Default,,0000,0000,0000,,Also, output randomness forces players to\Nthink about risk management, and to create Dialogue: 0,0:14:01.22,0:14:06.17,Default,,0000,0000,0000,,contingency plans if things go wrong - which\NI think are totally valid skills to test. Dialogue: 0,0:14:06.17,0:14:11.42,Default,,0000,0000,0000,,There’s this idea that output randomness\Nessentially becomes input randomness for the Dialogue: 0,0:14:11.42,0:14:16.22,Default,,0000,0000,0000,,next turn, because you’ll be dealing with\Nthe consequences of whatever just happened. Dialogue: 0,0:14:16.22,0:14:21.53,Default,,0000,0000,0000,,Essentially: the best XCOM players are those\Nwho have a backup plan if their shots miss. Dialogue: 0,0:14:21.53,0:14:26.00,Default,,0000,0000,0000,,And there are also methods to make output\Nrandomness feel more fun. Dialogue: 0,0:14:26.00,0:14:30.33,Default,,0000,0000,0000,,One way is to get away from binary hit or\Nmiss mechanics. Dialogue: 0,0:14:30.33,0:14:35.88,Default,,0000,0000,0000,,In Phoenix Point - which comes from original\NXCOM designer Julian Gollop - each bullet Dialogue: 0,0:14:35.88,0:14:40.59,Default,,0000,0000,0000,,fired is simulated through a ballistics system\Nso you might find that some of your bullets Dialogue: 0,0:14:40.59,0:14:45.75,Default,,0000,0000,0000,,hit, and some of them miss - which is way\Nless annoying than XCOM’s punitive complete Dialogue: 0,0:14:45.75,0:14:46.75,Default,,0000,0000,0000,,miss. Dialogue: 0,0:14:46.75,0:14:50.94,Default,,0000,0000,0000,,It can also be important to show the player\Nthe odds, because this allows them to make Dialogue: 0,0:14:50.94,0:14:55.46,Default,,0000,0000,0000,,way more informed decisions about which risks\Nthey’re willing to take, or how their actions Dialogue: 0,0:14:55.46,0:15:00.11,Default,,0000,0000,0000,,- like moving closer to the enemy - can impact\Ntheir chances of success. Dialogue: 0,0:15:00.11,0:15:05.24,Default,,0000,0000,0000,,Unfortunately, though, humans are just really\Nbad at understanding odds. Dialogue: 0,0:15:05.24,0:15:10.11,Default,,0000,0000,0000,,That’s thanks to countless cognitive biases\Nin our pattern-seeking brains that make it Dialogue: 0,0:15:10.11,0:15:12.67,Default,,0000,0000,0000,,really hard to deal with random numbers. Dialogue: 0,0:15:12.67,0:15:17.76,Default,,0000,0000,0000,,In fact, game developers frequently lie about\Nthe actual chances of things happening, so Dialogue: 0,0:15:17.76,0:15:22.79,Default,,0000,0000,0000,,the probability in games better matches the\Nbroken probability in our heads. Dialogue: 0,0:15:22.79,0:15:27.29,Default,,0000,0000,0000,,The numbers in most Fire Emblem games are\Nsubtly massaged in the player’s favour so Dialogue: 0,0:15:27.29,0:15:33.54,Default,,0000,0000,0000,,- for example - a 90% chance to hit is actually\Nmore like a 99% chance. Dialogue: 0,0:15:33.54,0:15:40.17,Default,,0000,0000,0000,,If you lose two 33% chance battles in Civilization,\Nthe third will always succeed because that’s Dialogue: 0,0:15:40.17,0:15:41.98,Default,,0000,0000,0000,,how we think numbers work. Dialogue: 0,0:15:41.98,0:15:46.87,Default,,0000,0000,0000,,And there’s allegedly a pity timer in Hearthstone,\Nto ensure you’ll always get a legendary Dialogue: 0,0:15:46.87,0:15:51.00,Default,,0000,0000,0000,,card after a certain number of empty packs. Dialogue: 0,0:15:51.00,0:15:55.37,Default,,0000,0000,0000,,If number manipulation isn’t your thing,\None of the best ways to get around this is Dialogue: 0,0:15:55.37,0:16:02.48,Default,,0000,0000,0000,,to ditch those cold, unknowable computer calculations\Nin favour of recognisable, real-world mechanisms Dialogue: 0,0:16:02.48,0:16:04.27,Default,,0000,0000,0000,,- like a six-sided die. Dialogue: 0,0:16:04.27,0:16:10.34,Default,,0000,0000,0000,,Zach Gage, creator of the dice-filled space\Nsurvival game Tharsis, says “we understand Dialogue: 0,0:16:10.34,0:16:12.52,Default,,0000,0000,0000,,things that we can hold in our hand. Dialogue: 0,0:16:12.52,0:16:17.30,Default,,0000,0000,0000,,When things get abstract, especially with\Nmath, it becomes very difficult. Dialogue: 0,0:16:17.30,0:16:22.50,Default,,0000,0000,0000,,Human beings just have this innate understanding\Nof stuff that we can touch and hold and turn, Dialogue: 0,0:16:22.50,0:16:23.50,Default,,0000,0000,0000,,and look at. Dialogue: 0,0:16:23.50,0:16:28.61,Default,,0000,0000,0000,,The dice in Tharsis are an analogue for something\Neveryone is familiar with”. Dialogue: 0,0:16:28.61,0:16:34.69,Default,,0000,0000,0000,,Tharsis, and the similarly tabletop-inspired\NArmello, even include physics systems to drive Dialogue: 0,0:16:34.69,0:16:39.21,Default,,0000,0000,0000,,their digital dice - in an effort to make\Nthem seem even more realistic. Dialogue: 0,0:16:39.21,0:16:44.08,Default,,0000,0000,0000,,Other games use cards - another familiar,\Nreal-world favourite. Dialogue: 0,0:16:44.08,0:16:49.06,Default,,0000,0000,0000,,Cards are interesting because where dice feature\Nindependent probability - i.e. each throw Dialogue: 0,0:16:49.06,0:16:54.75,Default,,0000,0000,0000,,of the die has zero impact on the next one\N- cards can have dependent probability - i.e. Dialogue: 0,0:16:54.75,0:16:59.17,Default,,0000,0000,0000,,by drawing a card and removing it from the\Ndeck, you’ve now changed the makeup of the Dialogue: 0,0:16:59.17,0:17:02.52,Default,,0000,0000,0000,,deck and impacted the probability of the next\Ndraw. Dialogue: 0,0:17:02.52,0:17:07.39,Default,,0000,0000,0000,,It’s the latter that makes it possible to\Nrack up ridiculously fun synergies in Slay Dialogue: 0,0:17:07.39,0:17:08.74,Default,,0000,0000,0000,,the Spire. Dialogue: 0,0:17:08.74,0:17:14.65,Default,,0000,0000,0000,,It can also be good to have output randomness\Nin places that will only ever be in the player’s favour. Dialogue: 0,0:17:14.65,0:17:19.58,Default,,0000,0000,0000,,The only real example of output randomness\Nin Into the Breach is the game’s building Dialogue: 0,0:17:19.58,0:17:23.67,Default,,0000,0000,0000,,defence system where there’s a very small\Nchance that the enemy’s attack will actually Dialogue: 0,0:17:23.67,0:17:26.24,Default,,0000,0000,0000,,miss and save you from surefire defeat. Dialogue: 0,0:17:26.24,0:17:30.58,Default,,0000,0000,0000,,It’s so small that you never actually count\Non it to save it you, but boy does it feel Dialogue: 0,0:17:30.58,0:17:32.02,Default,,0000,0000,0000,,good when it lands. Dialogue: 0,0:17:32.02,0:17:35.22,Default,,0000,0000,0000,,Here’s the game’s co-designer, Justin\NMa. Dialogue: 0,0:17:35.22,0:17:41.85,Default,,0000,0000,0000,,JUSTIN MA: "We found that if there’s randomness where\Nyou’re expecting something bad and then Dialogue: 0,0:17:41.85,0:17:45.48,Default,,0000,0000,0000,,you get something good, no one ever ever complains. Dialogue: 0,0:17:45.48,0:17:50.93,Default,,0000,0000,0000,,So that’s the only kind of randomness, output\Nrandomness, that we left in the game”. Dialogue: 0,0:17:50.93,0:17:54.76,Default,,0000,0000,0000,,So randomness can be an incredibly important\Npart of games. Dialogue: 0,0:17:54.76,0:18:00.63,Default,,0000,0000,0000,,It’s used for variety, balance, rewards,\Nthe information horizon, and probably more Dialogue: 0,0:18:00.63,0:18:02.17,Default,,0000,0000,0000,,things I’ve forgotten about. Dialogue: 0,0:18:02.17,0:18:06.47,Default,,0000,0000,0000,,But because it can impact everything from\Nfairness to player psychology, it’s something Dialogue: 0,0:18:06.47,0:18:09.96,Default,,0000,0000,0000,,that designers must use with great care and\Nattention. Dialogue: 0,0:18:09.96,0:18:14.18,Default,,0000,0000,0000,,Understanding the difference between input\Nand output randomness is perhaps the most Dialogue: 0,0:18:14.19,0:18:18.21,Default,,0000,0000,0000,,important thing to learn - but it’s also\Ncrucial to realise that neither of these is Dialogue: 0,0:18:18.21,0:18:21.14,Default,,0000,0000,0000,,a silver bullet or a dastardly trap. Dialogue: 0,0:18:21.14,0:18:26.29,Default,,0000,0000,0000,,Both can endanger or improve a game’s design\N- depending on how they are used. Dialogue: 0,0:18:26.29,0:18:30.31,Default,,0000,0000,0000,,But when used correctly, randomness can do\Namazing things. Dialogue: 0,0:18:30.31,0:18:32.91,Default,,0000,0000,0000,,It can create surprises and unique situations. Dialogue: 0,0:18:32.91,0:18:37.26,Default,,0000,0000,0000,,It can force the constant reevaluation of\Nstrategies. Dialogue: 0,0:18:37.26,0:18:43.62,Default,,0000,0000,0000,,And it can turn players into risk-calculating\Ntacticians. Dialogue: 0,0:18:43.62,0:18:45.31,Default,,0000,0000,0000,,Thanks so much for watching. Dialogue: 0,0:18:45.31,0:18:49.43,Default,,0000,0000,0000,,I’ve put some links in the description to\Nsome resources if you want to learn more about Dialogue: 0,0:18:49.43,0:18:52.19,Default,,0000,0000,0000,,the technical side of random number generation. Dialogue: 0,0:18:52.19,0:18:56.76,Default,,0000,0000,0000,,And also to head off the comments about how\Ncomputers can’t do “true randomness”. Dialogue: 0,0:18:56.76,0:19:01.74,Default,,0000,0000,0000,,I also want to give a huge thank you to my\Npatrons - especially those who helped contribute Dialogue: 0,0:19:01.74,0:19:05.44,Default,,0000,0000,0000,,towards this video in my new GMTK Workshop. Dialogue: 0,0:19:05.44,0:19:10.78,Default,,0000,0000,0000,,It’s a thing for $5 backers, where they\Nget to see early versions of certain new videos, Dialogue: 0,0:19:10.78,0:19:12.98,Default,,0000,0000,0000,,and provide feedback or suggestions. Dialogue: 0,0:19:12.98,0:19:16.07,Default,,0000,0000,0000,,Their help was invaluable on this episode.