(This is a reproduction of some old content I wrote back in 2009.  I'm still figuring out what I want for this whole blog thing for the year, but we'll start with a Monday release schedule and some slightly dated content.)
While playing Mario Party the other day, it really hit me that 
randomness can suck in video games.  Mario Party is one of the very few 
games that when you say the game cheated, I will likely agree with 
you (see here for some first turn ridiculousness).  All the games of that series have had a terrible tendency to favor
 one player up until the very end, then suddenly the underdog comes in 
and wins the day.  This raises the question:
Is randomness good for games, and what can be done to improve upon existing randomness?
Now
 I am an avid DnD player, a game that revolves around dice so much so 
that I'd skip a planet analogy and go straight to galaxy.  Dice are 
flying back and forth across the table for almost anything.  The base 
rule of DnD:  Roll a die, add some stuff, then see what happens.  So how has this game 
survived and thrived over the last thirty years?
There's a 
massive human element to DnD.  The DM controls the fates behind his 
screen, laptop, stack of folders, or charade that he has any plan at 
all.  Ultimately, the dice don't decide what happens, the DM does.  The true
 base rule of DnD is the DM makes the rules.  This means that the DM 
cannot cheat, even if he smudges a few numbers for or against the 
players' favor.  The players, though the DM is instructed to never let 
them in on that secret, know all along that they got help somewhere 
along the way.  The trick is to keep them in the dark about when that was.
Another
 thing that helps these players out is that, as their characters get 
more powerful, the dice have less and less of an impact on the outcome 
of a roll.  For instance, a certain ranger in my current campaign just 
about always succeeds at attack rolls, spot checks, and most of what she
 does.  Meanwhile, the Dwarf in the party, while he has a bit of crummy 
luck when it comes to attacking, basically never gets hit (and when he 
does, he still has damage reduction... and about 120 hit points).
So
 when you really think of it, that galaxy is a fantastic analogy of 
DnD's randomness: There may be a lot of shiny, colorful, sparkly planets
 and stars, but good gravy that's nothing compared to the infinite 
blackness between it all.  The dice can mean the difference between a 
party wipe and a tremendous victory, but the DM's human element and the 
bonuses and skills of the player characters make that extremely rare.  More often,
 it's the DM's human error or the lacking of a particular skill that 
gets characters killed.
Then there's World of Warcraft.  How many hours have those of you that play spent trying to 
get a super rare drop?  How much did you 
enjoy the mind-numbing task of continuous, pointless slaughter?  Oh, 
wait, that refers to the entire game... Anyway, you get the point.  
Certain things have a random drop chance that's bloody atrocious, that's
 all there is to it.
Granted such items do have a reward.  I know
 there are certain weapon drops that are nearly game breaking (the type 
of item you then run around with for the next twenty levels), and there 
are some that just add a flair to your character (like a blue dragon pet
 or a phoenix mount), which you can also sell for ridiculous amounts of 
cash (could probably get away with real money too, not just in-game 
gold).
Along the same lines, we have King's Field.  What do you 
mean you haven't played it!?  Okay, I know, it's old and, well,
 old.  This first person adventure game has a slight amount of 
randomness to it in that there's one monster that can drop a wicked 
sword that allows you to recharge mana.  Why's this so important?  If 
you make a certain choice earlier in the game, you  cannot regain mana. 
 Guess what choice I made.  Anywho, this is a major part of the game I 
was missing out on here, so much so that I camped out this monster, 
killed him a billion times, and got the sword so I could start casting 
spells.  While that made the game a lot more fun, it really was not fun 
for the three hours I was hacking away at the same monster.
This 
brings me to Left 4 Dead (L4D).  Valve's zombie title here comes with a 
wonderful thing called commentary mode, which lifts the hood of the game
 so you can see inside.  Valve realized they were having this randomness
 trouble during playtesting when weaker players would have a run of bad 
luck that would lead to their death at the hands of the zombie hordes.  
How did they solve this problem?  Basically, they made a DM.  Really!  
Okay, so they call it the AI director, which basically will push
 players to a certain stress level (i.e. to the point of near death, low
 ammo, and generally screwed) then ease up, give them a Molotov and a 
weapons cache to nurse them back to health, then bring in more zombies.
However,
 if you've played through commentary mode, you may point out where they 
added more randomness to add to the fun.  A problem we've all had with FPS
 death-matches at some point is spawn-camping, where a jackass will just
 hang out at your spawn location and kill you, just so you respawn there
 and die again.  That sucks.  To battle this, developers have been 
adding to the number of spawn points, but still, a player with enough 
experience will remember every nook and cranny where something will 
appear and have the map completely 
memorized in a matter of minutes (if that).
Valve's solution is 
just a set of rules where the enemies can and can't spawn.  The most 
basic of which is the classic "line of sight" rule.  This means that 
enemies are not allowed to pop out of thin air directly in front of your
 eyes.  That doesn't mean it won't spawn a horde around  corner after 
you've thrown an explosive there to clear the way ahead of you (granted,
 they may have a rule about that).  (A friend pointed out a flaw in this logic, where a horde of zombies spawn inside the safe room he had just come from.  He felt cheated.)
Basically, Valve's hit the 
bull's eye on the randomness problem.  Randomness can improve gameplay, 
but it can also detract from it.  The trick is to keep a handle on the 
situation, a balancing factor of some sort to keep the players from 
feeling cheated that still allows for a wide array of results.  It's all
 about helping the players have fun, even if they know they're getting a
 little help here and there.  The trick is to keep them from knowing 
exactly when and where that help arrived.
Monday, January 7, 2013
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