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Video games are full of randomness.
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There are roguelikes with procedurally-generated
level layouts.
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Role-playing games with random encounters.
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Strategy games with unlucky misses.
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And games that play with cards, dice, roulette
wheels, and random number generators, or RNG.
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It’s all the same stuff, really: situations
and systems where the outcome is not fully
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determined by the developer or the player,
but driven by the unpredictable whims of lady luck.
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But while randomness is responsible for some
truly wonderful moments in gaming, it can
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also be a cruel mistress that leads to unfair
outcomes and frustrating failures.
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RNGesus - who is the personification of luck
in the gaming community - is cursed just as
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often as he’s worshiped.
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So, what gives?
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Why does this single game design tool lead
to such radically different reactions?
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Do we just like luck when it lands in our
favour, and hate it when we lose?
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No, I don’t think so.
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The truth is, some game designers actually
split randomness into two distinctly different
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concepts - and recognising these differences
can be the secret to wrangling RNG, and making
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luck more fun than frustrating.
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I’m Mark Brown, you’re watching Game Maker’s
Toolkit, and this is the two types of random.
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Before we get to that, though, I think we
need to talk about why randomness is used
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in game design, at all.
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For starters, randomness is used to provide
variety.
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Well-made algorithms can pump out practically
infinite set-ups, levels, characters, and problems.
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Sure, a procedurally generated level is almost
never as good as a completely hand-crafted
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one - but the clear advantage is diversity
and quantity.
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You couldn’t make a game like Shadow of
Mordor, with its unique cast of Orc captains;
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or Minecraft, with its infinitely-large worlds,
without a big dollop of randomness.
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Some games generate content once, and then
distribute that to all players - that’s
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how every No Man’s Sky player gets to explore
the same set of, uh, 18 quintillion planets.
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Other games generate new content every time
you play, which is how games in the roguelike
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genre work.
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That can be beneficial because by removing
the ability to endlessly replay the same level
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and memorise every aspect of the stage, players
are forced to master the underlying mechanics
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of the game itself - so they’re ready for
absolutely anything the algorithm might throw
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at them.
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Randomness is also a way to balance a multiplayer
game.
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Basically, lucky rolls and unlucky draws can
limit the importance of pure skill, and give
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newer players a chance to get ahead.
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That’s especially true when the randomness
is weighted in favour of new players, such
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as in Mario Kart where the random item boxes
are way more generous to the players at the
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back of the pack, than those in first place.
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This is usually only desirable when it’s
expected that players of vastly different
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skill levels will be playing together - otherwise,
the randomness can obscure who is actually
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the most skilled combatant.
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So that’s why it appears more often in party
games and board games for families, and not
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esport-level stuff.
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Randomness can also be used to make rewards
in games more exciting.
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Grabbing an awesome new weapon from a dead
body in a looter shooter like Borderlands
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is way more exciting when you know there was
only a small chance for that gun to drop.
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This can, of course, be taken to the extreme,
creating a Skinner box trick that’s designed
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to sap your time or, more perniciously, your
wallet.
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And finally, randomness can play a role in
the player’s formation of plans - which
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are strategies that take a number of steps
to achieve.
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Making plans requires information - which
is essentially the current state of the game’s
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variables like the enemy’s location, health,
and perhaps even their intention for what
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they’ll do on the next turn.
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The more information we have, the better our
plans can be.
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But too much information can actually be quite
troublesome.
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For one, complete transparency can lead to
players being able to calculate many possible
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moves into the future to figure out the optimum
choice - a paralysis of analysis which can
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be super tedious, but you already know how
players can optimise the fun out of a game.
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This can already happen on a single turn of
Into the Breach, which is a tactics game that
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shows you the entire board and every enemy’s
plan for their upcoming turn.
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You can spend 10, 20 minutes just staring
at a static screen, figuring out the ramifications
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of every choice you might make.
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Plus, we can create airtight plans which rarely
fail - like in Plants vs Zombies where we
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get to see the exact cast of upcoming monsters
and can quite easily create the perfect defence.
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This can create flat and uneventful gameplay,
as it’s often much better when plans get
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disrupted with surprising new information
- forcing us to react, regroup, and replan.
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There’s never been a good movie where the
heroes come up with a scheme and it just perfectly
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works as intended.
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Drama is driven by the unexpected.
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So we generally want to cap the amount of
information the player has access to.
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The game designer Keith Burgun calls this
the information horizon, defined as “the
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distance between the current turn, and the
point at which information becomes known to
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a player”.
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And there are four main ways to do this - exponential
complexity, like the ever-expanding matrix
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of game states in chess.
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Execution uncertainty, which comes from the
player’s unpredictable ability to carry
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out skill-based challenges.
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Hidden information, like the fog-of-war that
hides the enemy’s plans in Starcraft.
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And, the one we’re talking about today - randomness
- like not knowing what the enemies will do
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on the next turn in Into the Breach.
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You can’t make perfect plans if certain
factors are, by design, completely unpredictable.
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So, randomness certainly has a role in game
design.
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But to really get to grips with it, we need
to break it down into two types - which game
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designers frequently refer to as input randomness,
and output randomness.
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Input randomness is when a random event occurs
before the player gets to make a decision.
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The most obvious take on this is the procedurally
generated levels in a roguelike, because they’re
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cobbled together and then you get to play
in them.
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Other examples are drawing a hand of cards
before taking your turn in a deckbuilder,
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or rolling dice and then choosing where to
spend them in Dicey Dungeons.
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Output randomness, though, is when you make
a decision and then luck takes over and the
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game tells you what happened.
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The most infamous example of this is hit chances
in XCOM, where you tell your soldier to shoot
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an alien - but it’s down to chance whether
your bullets will actually hit their target.
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Other examples are not knowing what the enemy
will do until after you press “End Turn”
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or, I guess, paying for a lootbox and only
afterwards being told what was in it.
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I’ve heard the same concepts be called pre-luck
and post-luck, by Civilzation 4 designer Soren Johnson.
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But let’s stick to input and output for
this video.
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These two terms were first introduced, as
far as I can tell, on the podcast Ludology
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GEOFF ENGELSTEIN: “In general, I find this distinction
between input and output randomness to be
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very valuable.
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I think this is the fundamental difference
between randomness that supports strategy,
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and randomness that undercuts strategy”.
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The host, Geoff Engelstein, makes a good point
there.
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Output randomness is certainly more responsible
for anger and resentment than input randomness.
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Output can take away control, and break your
plans not out of strategic incompetence but
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sheer bad luck.
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And most of the random stuff we like the least
in games can be labeled as output randomness
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- such as random encounters and loot boxes.
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So certain developers are becoming privy to
this - after FTL, which was stuffed to bursting
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with swingy output randomness, Subset made
Into the Breach which almost exclusively features
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input randomness - leading to a much fairer
and more strategic game.
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And while early builds of Slay the Spire hid
what the enemies were planning to do until
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after you finished your turn, the devs found
the game was way more fun when they switched
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things so the random choice happened at the
start of your turn - allowing you to strategise
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around your foes.
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Output became input.
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But I don’t think it’s just a case of
input randomness equals good, output randomness
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equals bad.
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They’re both tools that must be used wisely,
and poorly designed input randomness can wreck
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a game, just like carefully tuned output randomness
can, sometimes, improve it.
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With input randomness, these unpredictable
starting conditions can sometimes massively
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dictate the likelihood of success.
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So in Spelunky, these crates have random items
in them.
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You’re much more likely to get something
mediocre like bombs or ropes than something
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amazing like a shotgun or jetpack - but if
you are so lucky as to get one of these items
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at the start of the game, you’re going to
have a much easier time of things.
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This can make it hard to tell if your success
was down to skill, or just good luck.
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And it can also make runs where you don’t
get the goodies feel slightly pointless.
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Some speedrunners will just restart the game
over and over again until luck is in their
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favour, and they get good items in an early
crate or shop.
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To be fair, this does lend Spelunky an interestingly
spiky texture.
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But designers have found some clever new ways
to present random starting conditions.
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In Slay the Spire, the devs didn’t want
you to just hit restart until you got some
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really powerful cards or a relic at the beginning
of your run.
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So they introduced a system where you start
the game with additional bonuses - but only
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if you made it to the first boss on your previous
go.
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This encourages players to at least try to
play with the stuff they’re given, and who
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knows - maybe they’ll still find a strategy
that can see them be victorious.
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Another way is to control the randomness in
some fashion, to reduce the chaos that it
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can bring.
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When setting up the tabletop game Pandemic,
you start by removing all of the epidemic
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cards from the play deck.
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These cards are terrifying game-changing events
that can completely demolish your team.
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You then split the remaining cards into four
piles, and shuffle one epidemic card into
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each.
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Finally, you stack the four piles together
to create a finished deck.
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It’s a bit of a faff, but it’s a clever
way of ensuring that you always have a pretty
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fair game, where epidemic events happen evenly
throughout the adventure.
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It’s impossible to have, say, three epidemics
at the very start, or no epidemics until long
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after you’ve cured all the diseases.
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But there’s still a chance of getting two
epidemics in a row, or having an epidemic
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on the very first turn - though, neither of
these would break the game, and the odds are
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slim enough for those to be exciting, surprising,
one-off events.
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I’ve never said the word epidemic so many
times.
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And, actually, lots of games put limits on
their randomness.
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Diablo 3 has a smart loot system, where you’re
more likely to find items that match the character
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class you’re playing - to reduce the likelihood
of finding pointless hats and swords.
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And in modern versions of Tetris, the game
doesn’t just pick a block at random for
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every drop.
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Instead, the game generates a random sequence
of all seven blocks and then delivers them
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in that order - before making a new sequence.
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This ensures that you’ll always get a diverse
selection of blocks, and there’s an absolute
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maximum of twelve garbage blocks between two
gorgeous I-blocks.
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Sometimes called line pieces, or Colin Blocksworth.
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And, for what it’s worth, while Spelunky
typically has a low chance of randomly giving
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you one of these icky dark levels - the game
won’t spawn one if you finished the previous
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stage in under 20 seconds, just to be merciful
to speedunners.
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Another thing to consider is how often are
new input randomness events occurring?
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If these occur at the start of every single
turn, it can have the effect of drawing the
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information horizon in claustrophobically
close - and stopping you from making plans
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that last any time at all.
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Designers should, ideally, consider their
game’s information flow - a term invented
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by Ethan Hoeppner in the article Plan Disruption.
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He points to XCOM, where we can make strategic
plans about how we want to approach each mission
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and for a good few turns our plan will be
pretty viable - not perfect, thanks to all
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the output randomness.
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But close enough.
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But every now and again, you’ll stumble
onto a new pod of enemies, or a fresh bunch
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of foes will descend onto the battlefield.
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This unexpected spike in new information disrupts
your plans and forces you to stop, regroup
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and rethink.
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He says “a good pattern to follow is the
spiky information flow, in which high-impact
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information is collected into discrete spikes
that happen at regular intervals, with a slow,
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regular flow of information between the spikes”.
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As for output randomness - you might wonder
why developers would want to use it at all.
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Well, for starters, this sort of randomness
can be a good way of simulating mistakes and
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inaccuracies in a game with an abstract combat
system - which is games where you tell characters
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to perform an action rather than doing the
action yourself.
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If your units never missed, then that wouldn’t
be particularly realistic.
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Also, output randomness forces players to
think about risk management, and to create
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contingency plans if things go wrong - which
I think are totally valid skills to test.
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There’s this idea that output randomness
essentially becomes input randomness for the
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next turn, because you’ll be dealing with
the consequences of whatever just happened.
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Essentially: the best XCOM players are those
who have a backup plan if their shots miss.
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And there are also methods to make output
randomness feel more fun.
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One way is to get away from binary hit or
miss mechanics.
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In Phoenix Point - which comes from original
XCOM designer Julian Gollop - each bullet
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fired is simulated through a ballistics system
so you might find that some of your bullets
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hit, and some of them miss - which is way
less annoying than XCOM’s punitive complete
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miss.
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It can also be important to show the player
the odds, because this allows them to make
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way more informed decisions about which risks
they’re willing to take, or how their actions
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- like moving closer to the enemy - can impact
their chances of success.
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Unfortunately, though, humans are just really
bad at understanding odds.
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That’s thanks to countless cognitive biases
in our pattern-seeking brains that make it
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really hard to deal with random numbers.
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In fact, game developers frequently lie about
the actual chances of things happening, so
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the probability in games better matches the
broken probability in our heads.
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The numbers in most Fire Emblem games are
subtly massaged in the player’s favour so
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- for example - a 90% chance to hit is actually
more like a 99% chance.
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If you lose two 33% chance battles in Civilization,
the third will always succeed because that’s
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how we think numbers work.
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And there’s allegedly a pity timer in Hearthstone,
to ensure you’ll always get a legendary
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card after a certain number of empty packs.
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If number manipulation isn’t your thing,
one of the best ways to get around this is
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to ditch those cold, unknowable computer calculations
in favour of recognisable, real-world mechanisms
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- like a six-sided die.
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Zach Gage, creator of the dice-filled space
survival game Tharsis, says “we understand
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things that we can hold in our hand.
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When things get abstract, especially with
math, it becomes very difficult.
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Human beings just have this innate understanding
of stuff that we can touch and hold and turn,
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and look at.
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The dice in Tharsis are an analogue for something
everyone is familiar with”.
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Tharsis, and the similarly tabletop-inspired
Armello, even include physics systems to drive
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their digital dice - in an effort to make
them seem even more realistic.
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Other games use cards - another familiar,
real-world favourite.
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Cards are interesting because where dice feature
independent probability - i.e. each throw
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of the die has zero impact on the next one
- cards can have dependent probability - i.e.
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by drawing a card and removing it from the
deck, you’ve now changed the makeup of the
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deck and impacted the probability of the next
draw.
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It’s the latter that makes it possible to
rack up ridiculously fun synergies in Slay
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the Spire.
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It can also be good to have output randomness
in places that will only ever be in the player’s favour.
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The only real example of output randomness
in Into the Breach is the game’s building
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defence system where there’s a very small
chance that the enemy’s attack will actually
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miss and save you from surefire defeat.
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It’s so small that you never actually count
on it to save it you, but boy does it feel
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good when it lands.
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Here’s the game’s co-designer, Justin
Ma.
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JUSTIN MA: "We found that if there’s randomness where
you’re expecting something bad and then
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you get something good, no one ever ever complains.
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So that’s the only kind of randomness, output
randomness, that we left in the game”.
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So randomness can be an incredibly important
part of games.
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It’s used for variety, balance, rewards,
the information horizon, and probably more
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things I’ve forgotten about.
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But because it can impact everything from
fairness to player psychology, it’s something
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that designers must use with great care and
attention.
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Understanding the difference between input
and output randomness is perhaps the most
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important thing to learn - but it’s also
crucial to realise that neither of these is
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a silver bullet or a dastardly trap.
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Both can endanger or improve a game’s design
- depending on how they are used.
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But when used correctly, randomness can do
amazing things.
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It can create surprises and unique situations.
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It can force the constant reevaluation of
strategies.
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And it can turn players into risk-calculating
tacticians.
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Thanks so much for watching.
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I’ve put some links in the description to
some resources if you want to learn more about
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the technical side of random number generation.
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And also to head off the comments about how
computers can’t do “true randomness”.
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I also want to give a huge thank you to my
patrons - especially those who helped contribute
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towards this video in my new GMTK Workshop.
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It’s a thing for $5 backers, where they
get to see early versions of certain new videos,
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and provide feedback or suggestions.
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Their help was invaluable on this episode.