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The Two Types of Random in Game Design

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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
  • 16:35 - 16:39
    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.
  • 18:44 - 18:45
    Thanks so much for watching.
  • 18:45 - 18:49
    I’ve put some links in the description to
    some resources if you want to learn more about
  • 18:49 - 18:52
    the technical side of random number generation.
  • 18:52 - 18:57
    And also to head off the comments about how
    computers can’t do “true randomness”.
  • 18:57 - 19:02
    I also want to give a huge thank you to my
    patrons - especially those who helped contribute
  • 19:02 - 19:05
    towards this video in my new GMTK Workshop.
  • 19:05 - 19:11
    It’s a thing for $5 backers, where they
    get to see early versions of certain new videos,
  • 19:11 - 19:13
    and provide feedback or suggestions.
  • 19:13 - 19:16
    Their help was invaluable on this episode.
Title:
The Two Types of Random in Game Design
Description:

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Video Language:
English
Duration:
19:18

English subtitles

Revisions