I see the game makers here usually implement the randomness to create the replayability of their games.


I can feel that you feel like I am beating a dead horse on this subject. Please hear me out.
RNG = 1. create a challenge feeling or 2. a new discovering feeling 3. let the causal player wins
Too much RNG = create hopelessness to players and unpredictable results to the devs.
“Cosmetic” randomness has no bearing on the strategy or outcome of the game.
“Biased” randomness gives resources unfairly to one player over another; this includes most random events in most games.
1. A slot machine spin mini-game. Some spins are good, some are bad.
2. Loot/drop chance gives resources to some players and nothing to other players.
“Fair” randomness is the rarest type, and the hardest to master. It challenges players to think
strategically in a randomized environment, but does not arbitrarily favor one player over
another.
1. A random setup in Tactical RPGs.
2. Random starting out if the devs ask the player to pick which the character to choose without telling the player of where they are going to land. [WOW RPG games.]
Important questions that I would like to know are:
1. How do you create a balance of randomness? Do you create the same level of randomness though out your game, expanding the randomness slow in your game or slowly try to eliminate randomness as the player goes further?
2. How do you maintain the optimum of the frustration of players? [I found the mandatory progression puzzle games in the RPG games to get on my nerves.]
3. What is Fair in your definition of balance your game? [Subjective Question]
Thank you for talking with me and sharing your wisdom with game makers here to encourage people not to commit a pitfall that you dislike and protect your feeling like you are being violated of your five senses.
RNG = 1. create a challenge feeling or 2. a new discovering feeling 3. let the causal player wins
Too much RNG = create hopelessness to players and unpredictable results to the devs.
“Cosmetic” randomness has no bearing on the strategy or outcome of the game.
“Biased” randomness gives resources unfairly to one player over another; this includes most random events in most games.
1. A slot machine spin mini-game. Some spins are good, some are bad.
2. Loot/drop chance gives resources to some players and nothing to other players.
“Fair” randomness is the rarest type, and the hardest to master. It challenges players to think
strategically in a randomized environment, but does not arbitrarily favor one player over
another.
1. A random setup in Tactical RPGs.
2. Random starting out if the devs ask the player to pick which the character to choose without telling the player of where they are going to land. [WOW RPG games.]
1. the balancing of damage variance.
2. RPG grinding of Random troops
3. Do you have high expectations for RPGs here?
4. Hit Chance degree of randomness: thank you @cthulhusquid for that study.
5. Do you punish the player for grinding?
2. RPG grinding of Random troops
3. Do you have high expectations for RPGs here?
4. Hit Chance degree of randomness: thank you @cthulhusquid for that study.
5. Do you punish the player for grinding?
Important questions that I would like to know are:
1. How do you create a balance of randomness? Do you create the same level of randomness though out your game, expanding the randomness slow in your game or slowly try to eliminate randomness as the player goes further?
2. How do you maintain the optimum of the frustration of players? [I found the mandatory progression puzzle games in the RPG games to get on my nerves.]
3. What is Fair in your definition of balance your game? [Subjective Question]
Thank you for talking with me and sharing your wisdom with game makers here to encourage people not to commit a pitfall that you dislike and protect your feeling like you are being violated of your five senses.
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