(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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