On Luck and Randomness In Games 156
Gamasutra has an article analyzing random events in games, and how they can add or subtract to a player's experience. It looks at the different ways luck plays a part in games; from landing a critical strike instead of a miss to the scatter of a shotgun blast to waiting for that blasted straight piece in Tetris. "Game developers are sometimes faced with similarly challenging decisions when contemplating whether to include some kind of deliberate randomness. For example, in the video game Unreal Tournament, when a player shoots at a target with the 'enforcer' weapon, the projectile does not necessarily hit the point that is aimed at; a random deviation is added that scatters shots. This introduces a degree of realism from an observer's perspective and no doubt gives beginners a fair chance against more experienced players, but it can also potentially frustrate skilled players."
Always nice to know (Score:2, Insightful)
Its always good to see that people who matter are actually thinking about ways to overcome obstacles.
It also annoys me greatly when a steady handed and well aimed sniper round misses by a algorithm calculated bees proverbial.
Re:Always nice to know (Score:4, Insightful)
Better physics is desirable? (Score:5, Interesting)
Really?
I don't think so. The National Rifle Association in the United States has slapped their logo on various games that did a very good job of replicating the real-world problems involved in shooting accurately. IIRC, there have been games covering benchrest, hi-power, and varmint (if you're a shooter, you'll know specifically what those are).
Those games got panned by the gaming press as boring, boring, boring. They actually required people to think, account for all the variables, and then be satisfied when they merely score a correct hit. Just like real life. The gamers, however, wanted things to move faster. They wanted more Bang! Splat! Oof! to go with their game play. The notion of actually taking something close to real-life time to set up a shot was, to them, just needless tedium.
So, no, I don't think if you make the difficulty of in-game shooting more accurately mirror real life, gamers will be happy.
Then again, if you give them an infallible auto-aim, they'll complain about that, too.
Hmmm.
I'm really glad my livelihood doesn't depend on making decisions about these kinds of things.
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Which games? I'm not sure. The last I saw a big display of them was at the NRAs national convention in Houston which was, iirc, at least 4 years ago. I'm filtered at work and can't do much searching but I'm not turning anything up via Google. I know I played the demo at the convention and the varmint game got panned on that TechTV game review show, X-Play - you know, the one with Morgan Webb and the irritating guy.
Depends.
For short-range benchrest s
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You could have been thinking of NRA Gun Club [wikipedia.org] or Country Varmit Hunter. Both of which, were in fact great bombs by all accounts.
On the other hand, one was a completely non-violent gun game and the other was hunting varmits, I don't think the level of accuracy in the modeling of the guns was the sole contributing factor to their lemon level. There are plenty of "OCD detail level oriented" games out there than have fan bases, but they 'make up' for it by having interesting games behind them.
Most people interes
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I've done a little searching and I think I'm remembering this game [gamespot.com] and this game. [gamespot.com]
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Try operation flashpoint, you needed to fire ahead of your opponent and also use the markings on the scope to judge how far above your target to point the crosshairs to account for the pull of gravity on the bullet. Really messed me up for going back to stuff like Counter-Strike, but I still regard the 3 days going through the single player campaign as the best of any game I've played (I had 8 hours total sleep over those 3 days) :)
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You're doing the function by time, while the parent stated it as a function of distance. You don't need relativistic bullets, you just need variance of muzzle velocity.
Re:Better physics is desirable? (Score:4, Informative)
Yes, no, sorta, and not really.
This stuff is really complex. Drop figures can't be accurately calculated straight across from flight time. You can get really close but "really close" isn't good enough if the ranges get long enough. Generally, bullets generate a small amount of aerodynamic lift so bullet drop is always just a tad less than a simple time of flight calculation would indicate. At extreme distances and widely varying velocities, that lift can induce enough uncertainty to be interesting. Atmospheric variables can induce enough additional uncertainty to make things *really* interesting. That's why very-long range shooting is such a fun sport.
Accurate space travel is boring, too. (Score:2)
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Those games got panned by the gaming press as boring, boring, boring. They actually required people to think, account for all the variables, and then be satisfied when they merely score a correct hit. Just like real life. The gamers, however, wanted things to move faster. They wanted more Bang! Splat! Oof! to go with their game play. The notion of actually taking something close to real-life time to set up a shot was, to them, just needless tedium.
So, no, I don't think if you make the difficulty of in-game
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Real life stuff is generally boring and difficult if you have to do all the hard stuff.
Perhaps for many gamers, but certainly not all.
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My belief is that people who make games about firearms have never actually used them, and any sufficiently advanced technology is indistinguishable from magic. You pull the trigger, the bullet
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Sure there is. It's called limited computing resources. Collision tests involving parabolas and volumetric effects are far more costly than simple line-primitive collision tests.
Parabolic path, piecewise linear collision (Score:2)
Sure there is. It's called limited computing resources. Collision tests involving parabolas and volumetric effects are far more costly than simple line-primitive collision tests.
Then don't use the parabola in the collision test. Compute the parabolic trajectory 60 times a second, and then use the line segment between this frame and the next as the path for collision tests.
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How does that help? If a bullet fired horizontally from shoulder height takes a half of a second to fall, that's still 30 times as many calculations.
RPGs (and not the Final Fantasy kind) (Score:2)
If a bullet fired horizontally from shoulder height takes a half of a second to fall, that's still 30 times as many calculations.
If someone's shooting a slower weapon such as propelled grenades [wikipedia.org], your simulation has to calculate the path of those 60 times a second anyway. So why not just make bullets a subclass of the same projectile class used for RPGs, hand grenades, etc.?
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In these days of games with crazy amounts of particles and other objects flying around with fairly realistic physics calculations (via just the CPU, phsyics cards, and now graphics cards with physics APIs) in a lot of games, I think your "limited resources" argument is a little silly. I expect even the Nintendo DS could handle a game with vaguely realistic bullet trajectories.
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Amen to that. Exterior ballistics is quite complicated. I deal with bullets at 4000 fps, and I can tell you that predicting the performance of any particular powder brand+load/primer/bullet shape+weight/barrel combination is next to impossible.
If you want an overview of exterior ballistics, read this [exteriorballistics.com] treatise. Specifically, this section gives the horribly complex equations of flight. Note that the ballistic coefficients [exteriorballistics.com] are determined empirically, and any particular bullet has different BCs for different v
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Actually some games do (factor in at least rudimentary ballistics like BC), (looking at you RO).. most games do not or they use a cone-of-fire mechanism to 'approximate' it.
Many of the games out there today have fairly short engagement distances.. at those short distances, the return on stuff in all those ballistics is pretty minimal.. as a programmer I would probably not even bother calculating ballistics at such distances, or fall back to a simple Cone-of-Fire setup.
One of the other things about war games
FFXI (Score:2, Insightful)
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But, harder fights won't accomplish that goal of making them rare. Players will just get better.
The drop rate is just as crude, but at least there, you've got the possibility of cheating and completely arbitrating it -- of setting a drop rate by some unit of time, say, or as a percentage of the player base, rather than simply a percent chance on every attempt.
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Ohhhh... the joys of camping Leaping Lizzy. I spent so many hours running around that small sloped patch of South Gustaberg. It got to the point where I had 18 kills and not a single drop of those stupid boots. I swore never to camp her again.
The next week, I'm running through the area on a chocobo and she spawns right in front of me. I dismount, get the pull and she drops the damned boots. The next day, I go back out there with a couple of friends and we get two more pairs.
After that, I had a run of the mo
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I was on my way to North Gustaberg, I was playing 3rd view and Leaping Lizzy popped right behind me. If I had been playing in 1st view I would've missed it.
This was the first time I ever saw it. I managed to kill it and got the boots. I bet your really hate me now.
----
Okay, how about this then: a few days ago I was in a party of three, and we were leveling in that area. We were, of course, killing lizards, just in case we might make LL pop. One of the guy seemed to be AFK, but what the heck, we kept fightin
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I'm having a similar experience in WAR currently. There is a set piece you can only get from doing Keep Sieges. Since I started trying to get it in my tier (tier3) they've even made it so 3 'loot bags' that you can select it from are guaranteed to drop and I've yet to win it. Currently at 51 Keep Sieges.
These are sieges that for the most part I've organized and lead, which is fairly exhausting when they are PUGs. Something about getting 24 complete strangers pointed in the same direction and willing to
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It's got much worse than leaping lizzy and valk. emperor! (Though I know a guy with multiple 75s but still no leaping boots). In Salvage, a 2 hour event, there are certain items from certain monsters that have a horrific drop rate. We're talking 0/142 or more. If split evenly between the 4 areas you can go, we're talking over a year of doing this same event 2 hours every single night, and getting NOTHING. Not just you didn't get it because somebody else did, but your group has still never even seen it
Incorporate Psychological Hacks (Score:5, Informative)
I recently had the opportunity to hear Sid Meier talk about random events in the Civilization series. It is unfortunate that this article doesn't mention any of his insights regarding player's psychology when it comes to "luck".
Apparently the average player expects to win regularly, even if probability allows for long strings of losses. If you lose two even fights in a row in a game of Civilization, you are literally guaranteed to win the third, IIRC. This is how their "karma" system is implemented.
Additionally, players expect a fight of 30 vs 20 to be much more of a sure thing than a fight of 3 to 2, even though the ratio is the same. Apparently you ought to get some sort of boost when the numbers are higher in order to satisfy most players. This actually makes a degree of sense to me, because I would expect the variance to be less in the first case, but he didn't address the issue and I didn't ask.
This article gives an interesting categorization of the types of randomness and luck that can exist in games, but it appears to do little to address these ideas. This is too bad, really. It might be interesting to see how these hacks affect these probabilistic features of Civilization according to their charts.
Re:Incorporate Psychological Hacks (Score:5, Insightful)
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For a start, you can deploy 19 of yours versus 19 of theirs so they're equally matched, which leaves you 11 against their remaining 1. And so on.
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The way the cities grow piss me off the most. Historically if you look at city growth the cities and country side tended to suppor
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Maybe not. But how long does it take to write all the books that go into it? The building 'library' is a token representing the development in that city of an intellectual elite that considers ideas to be things worth writing down, storing safely and making available to others.
And anyway, if you want a building and don't want to wait for it, you're an ancient-world ruler. Get out your whip! Cities with a granary and decent fo
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It would be great fun briefly to see it play out, but it wouldn't be a great game. The Eurasians got a bigger continent with a large band of temperate farmland, consequently better crops, animals and resistance to worse diseases. How would you create a game using JD's principles so that the native americans could win the encounter with europe?
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That's easy enough; increase axial tilt by 90 degrees.
Suddenly North/South America and Africa (possibly including Europe) become the long-axis continents, and Asia is buggered. Albeit, possibly not as buggered, as unlike North/South America, it doesn't narrow down to 10s of miles in the middle.
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i wish the developers of Aedis Eclipse: Generation of Chaos would have implemented these type of psychology hacks, or perhaps the problem is just that they use wau too much randomness, which really undermines the strategy element in a strategy RPG.
Aedis Eclipse is different from other Strategy RPGs in that each of your party members is actually a captain commanding a set of units (from 10 to 30, depending on your rank). when you engage in a battle, you basically just choose a starting formation, which affec
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This actually makes a degree of sense to me, because I would expect the variance to be less in the first case
For samples of a normal distribution, the sample variance is f(samples)/n. That makes the deviation sqrt(f(samples))/sqrt(n).
Whether you care about deviation or variance, the more points you sample, the less they deviate "on the whole" from what one might expect.
[30 vs 20 -- or -- 3 vs 2]
I'm no military tactician, but one might expect the gang of three to be able to perform maneuvers that a gang of thirty couldn't pull off; like, say, hide better, or sneak around, or attack the two from multiple directions.
I'm not sure it's clear c
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one might expect the gang of three to be able to perform maneuvers that a gang of thirty couldn't pull off
And vice-versa. But at the end of the day, three people is ONLY three people. If one dies, you've lost 33% of your force. The more people you have, the more options you have. Numbers will usually always win, all other things (weapons, skill of the commander, etc) being equal.
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There is no need to add some sort of boost when larger armies battle it out, because the user's intuition about better odds is correct.
I believe that Civilization defines a battle between two armies as a series of duels between a unit from either side. This goes on until one army has no units left anymore.
Assuming even chances (50/50 in each duel), a 3-to-2 battle has 68% odds in favor, but a 30-to-20 battle has 92% odds. It has to do with the sample variance, like Jonas Koelker said.
Likewise, a 5-to-4 batt
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M.U.L.E. does something similar. Each of the four players is ranked throughout the game, 1st place through 4th place. At the beginning of each player's turns there is a ~25% chance of a random event, good or bad news for the player whic
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In a fight of 30 vs 20 the chances ARE better for the stronger side than in 3 vs 2.
The expected value is the same, the variance is different.
Toss five coins. What is your chance that at least three show heads up? Now toss 50 coins. What is the chance that at least 30 of them show heads up?
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The odds of 3 heads turning up when 5 coins are tossed is 50%, wheras the odds of 30 heads turning up from a set of 50 coin tosses is only 10%. (The appropriate formula is (n!/(n-k!)(k!))*0.5^n, if you want to check).
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I'm sorry, but are you trying to suggest your 50 coins are distinct and in order? Mine are interchangeable.
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Well, just move the goal posts slightly. If you tossed a coin 50 times, would you expect to see 40 heads very often? How about 50 heads? What you get is a bell curve which is tight around the expected value (25), and the probability rapidly decreases to nearly 0.
Since the variance is 0.25*n, you'd expect the standard deviation to be 0.5*sqrt(n), i.e. the average distance from the expected value if n=5 is 1.118, and if n=50 is 3.5355. Doing a little Normal approximation to the binomial distribution, we get t
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Absolutely correct.
I checked: http://faculty.vassar.edu/lowry/binomialX.html [vassar.edu]
Inputs are n=50, k=30, p=0.5
P(X > 30) ~= 0.101
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Let's assume some sort of turn based strategy game where you have a group of units. Let's also say it takes 2 hits for these units to die, and they get a shot off in beginning of a turn. The turns will go as follows:
Turn 1 ends:
3 vs 2 becomes 2 vs
30 vs 20 becomes 20 vs 5
Turn 2 ends:
2 vs
20 vs 5 becomes 17.5 (18 men, 1 at half health) vs 0
As
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From gut feeling I would expect 30:20 to be much preferable to 3:2. It depends on how the combat system is implemented of course, but if I am told that my odds are 30:20 I interpret that as telling me something about the granularity of the combat system.
I would expect a confrontation (especially in modern civ, with hit points rather than win/lose) to bea series of rounds. I would expect losing one round of 30:20 to cause the loss of some portion of strength, perhaps 3 points, and trigger another round at th
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From gut feeling I would expect 30:20 to be much preferable to 3:2. It depends on how the combat system is implemented of course, but if I am told that my odds are 30:20 I interpret that as telling me something about the granularity of the combat system.
I would expect a confrontation (especially in modern civ, with hit points rather than win/lose) to bea series of rounds. I would expect losing one round of 30:20 to cause the loss of some portion of strength, perhaps 3 points, and trigger another round at the new rate of 27:20 - still highly in my favour. Losing at 3:2 sounds much more likely to reduce the odds to 2:2 for the next round, which is merely even!
In the system I imagine, battles with high values (30:20) will be much more likely to have the odds-on victor because losing one round merely triggers another round with slightly reduced positive odds. A low value battle (3:2) could be lost by one unlucky roll (now 2:2), a slightly unlucky roll (1:2) and then not being very lucky (0:2, dead)
In the board game Risk, the odds change drastically with the number of units even when the ratios are the same. Attacking at 3:2 wins 36% of the time (due to defenders winning tie) but 6:4 wins 64% of the time; 30:20 wins 94% of the time.
PC-itis, was Re:Incorporate Psychological Hacks (Score:2)
Yep, players suffer from Hero Syndrome, or PC-itis. If they are outnumbered the enemy 3 to 1, they will of course always win because they have superior numbers and any enemy victory is clearly impossible with those odds. But if they are outnumbered 1 to 3, they still expect to win because, hey, they're the hero.
Put another way, all victories by me are due to my superior skill and tactics. All wins by the opponent were due to luck and cheating.
This also applies to casino betting, and thus Vegas thrives.
Eating your cake too (Score:2)
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> It sucks for the experts but they do find ways to win anyways if they have any real skill at all.
Being able to find a way to overcome the imbalance doesn't make it less annoying.
I wouldn't like to run in a competition where everyone faster than a certain speed must have an arm tied to their back. The possibility of the good runners winning anyway doesn't change the game's quality loss caused by the "balancing" manipulation.
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> Would you bother playing Squash against your friend who is much better than you, or Guitar Hero against someone who is much better than you without implementing any kind of handicap?
No.
But neither I would play with a handicap. I would simply choose between "find a better suiter partner", "play alone if possible", "train".
"Play a crippled version of the game" is not an enjoyable option for me.
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that's not quite right (Score:1)
No (Score:5, Insightful)
For example, in the video game Unreal Tournament, when a player shoots at a target with the 'enforcer' weapon, the projectile does not necessarily hit the point that is aimed at
Personally I think it does the exact opposite. I think Far Cry 2 *may* have done this. But if I line up a head shot (sniper) and put a bullet in the AIs head and he doesn't die, then this makes it seem far less realistic to me--especially when I let loose two shots to be sure and then aim down for a direct body shot and the guy still somehow manages to stand.
Randomness is good, but I don't think making bullet paths random is great. Sure, in real life there is random wind and other influences (projectile shape/smoothness, the barrel, and all that), but at the distances (and speed of projectile) I am talking about it's negligible. Two direct head shots and a just-for-fun/'cause-I-can body shot in quick succession should not fail just to add 'randomness'.
Re:No (Score:4, Interesting)
The enforcer in Unreal Tournament is a quick-fire weapon, so it's not comparable to a sniper rifle - in far Cry, if you spend 5 second lining up the perfect snipe and it misses because rand(t) = 0.5 instead of 0.1, I understand your frustration.
On the other hand, Unreal Tournament uses randomness to add a level of strategy to the game, rather than pointless realism. You can shoot the enforcer in "primary" mode, which is a semi-accurate but slower shot. Or, you can shoot in "secondary" mode, where you shoot twice as quickly, but half as accurately. Think of it as a dynamic shotgun, where the gun sprays all over the place. In this case, randomness was truly the best way to implement the spray.
The game would be boring if this gun (or any of the automatics, for that matter) always hit the target dead on - the opponent would die from 20 bullets in less than a second. Instead, the player has to plan out his distance from the opponent and his path so he has enough time to do some damage.
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Personally I think it does the exact opposite. I think Far Cry 2 *may* have done this. But if I line up a head shot (sniper) and put a bullet in the AIs head and he doesn't die, then this makes it seem far less realistic to me--especially when I let loose two shots to be sure and then aim down for a direct body shot and the guy still somehow manages to stand.
A lot of games let you put the gun into "aimed" mode, also called "iron sights" mode. It's a lot more accurate that way. Resistance 2 does this. When fired in normal mode, the shot has quite a bit of randomness to it - using "iron sights", the shot is almost dead-on.
I think this adds appropriate realism to the game. I play as though normal mode is "firing from the hip". Good when you need to make quick progress (walking) and need to be ready. But when you have the opportunity (behind cover, etc) switching t
Hunters (Score:3, Insightful)
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WTF? A hunter can miss a shot because the game catches his scent and gets away. A hunter can miss a shot because his hand slips a little before pulling the trigger. For _some_ weapons and _some_ distances things like gusts of wind may play a role, but most definitely not always. In a computer game, pointing/clicking two pixels to the left of your opponent is the equivalent to the hunter's hand slipping. And this is when you miss, even with a "perfect" weapon. Nobody guarantees you that in the heat of action
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Unlike you, I play Gran Turismo and grew up playing Flight Sims. Lots of games can be both realistic and fun.
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I think the GP's point was that ones that are realistic but not fun don't succeed, and that it is the fun part that is necessary whilst the realistic part is secondary.
Uh huh... (Score:4, Interesting)
They are subject to the same limitations as story tellers, song writers and actors...their imaginations.
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> They are subject to the same limitations as story tellers, song writers and actors...
Talent? Skill? Intelligence? Empathy with their public?
> their imaginations.
I can perfectly enjoy a story told, a song written or a character interpreted with no imagination whatsoever.
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It's still a secondary asset than pure skill, imho.
You think that's random? (Score:2)
You think that's random? Try playing Wesnoth!
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No problem, my red Mage takes care of them! Bang! Bang! Bang! ... Shit...
*4 misses in a row*
Random But in a Good Way (Score:1)
WoW combat table (Score:4, Informative)
Example 4 - A player of World of Warcraft shoots accurately and delivers a Critical Strike. (Once a strike is successfully inflicted on an opponent within World of Warcraft, it has a probability-based chance of inflicting double damage; any such Critical Strike that occurs is reported to the player by an on-screen text message.)
Except that isn't true. The result of an attack is derived from a single roll. It gives rise to the property of defense being able to 'push' critical strikes off of the combat table by raising the chance to be missed, as the roll needed to score a critical cannot occur.
Yes I have no life.
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Except that isn't true. The result of an attack is derived from a single roll. It gives rise to the property of defense being able to 'push' critical strikes off of the combat table by raising the chance to be missed, as the roll needed to score a critical cannot occur.
If that is indeed true, then I applaud you! That kind of dedication to the minutiae of gaming is laudable.
Yes I have no life.
Well, when you get one, I'm sure your knack for details will do you well :-) Really!
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Swimming on random waters (Score:2)
So much about how to use and manipulate randomnes to fit all tastes, and so little about randomness itself.
Some people simply like randomness. Some people enjoy a game of "highest result in the dice wins". Some people hate go or chess because they lack randomness.
Then there are people who like wading through a higly random environment in games like poker, where the number of hands reduce the randomness to a homogeneous atmosphere.
It's not possible to make a single game be go and dice. You can't add both ran
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People are competitive. It's a survival instinct, although some types of competition seem rather irrelevant (male member length in particular)[Preemptive Citation Needed]. Some people equate "luck" with "survivability".
Skilled competition is one thing. If it takes a modicum of thought, or physical stamina then the game is on. But that is only really "fair" if all competing parties are of the same "level" of skill -- whether that be physical or mental (or whatever). A chess neophyte really doesn't stand a c
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It's not possible to make a single game be go and dice. You can't add both randomness and it's lack to a game, to appeal every target.
I guess one of the problems with many videogames is that the same game (or game genre) can by played by people with totally differing skill levels.
Not even necessarily playing at the same time. But just playing in general.
The problem this raises is that for the highly practiced and skilled FPS gamer, they want it to be Go or chess. They have the decent screen, the precision controllers, and the decent hand-eye coordination. When the cross-hairs match up, it hits. Because they are (genuinely) that good, and
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If it's casual-gamer-only, they get lots of instant sales but it might not have as undiring a long-term appeal as the more advanced gamers won't contunue to buy/mod/play it too much beyond the next big release.
Which, as long as we're not talking about subscription games, isn't really a problem, because once you've bought the game, the developer/publisher doesn't really care whether you play the game for an hour or for a year; they already have your money. Of course, there are advantages to making games last longer (e.g. you are more likely to buy from that developer in the future, more likely to give a positive review and get others to buy it, etc.), so this is mitigated somewhat.
Random? (Score:5, Funny)
waiting for that blasted straight piece in Tetris
Random? That isn't random. It comes right after you block off the slot you were saving for it.
Tetris randomizer != luck (Score:2)
waiting for that blasted straight piece in Tetris
Random? That isn't random. It comes right after you block off the slot you were saving for it.
Then why didn't you use the hold box to save an I tetromino? And why aren't you exploiting the fact that pieces come in groups of seven, one of each shape [pineight.com]? You must be thinking of Bastet.
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You must be playing a newer version of Tetris. The page you linked there talks about games post-2001. What about the NES, Gameboy and early PC versions, that were the craze and didn't have those features?
Old Tetris != in print (Score:2)
What about the NES, Gameboy and early PC versions, that were the craze and didn't have those features?
Those versions are no longer in print, and it appears The Tetris Company might not even let them go back into print. For instance, instead of putting Tetris for NES or N64 on Virtual Console, Nintendo had Hudson develop a new WiiWare game based on the Tetris Guideline. (In Russia, the party finds YOU!) And Tetris Worlds for Game Boy Advance has the new Guideline randomizer.
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I bought a handheld version of Tetris (under a different name) from RadioShack and discovered I could actually induce the game to only give me straight pieces. It apparently used the time it took the piece to fall to determine what the piece after the next would be. If you allowed straight pieces to drop at their own rate to hit the bottom standing upright, it would always give you straight pieces. Drop it faster or not upright or on anything else and the next-next piece would change. As long as you didn't
"Stacked Odds" is more stacked than Tetris allows (Score:3, Informative)
Random? That isn't random. It comes right after you block off the slot you were saving for it.
You mean like in this game [rrrrthats5rs.com]?
That link doesn't implement Tetris properly (even ignoring the dimensions issue). When I was playing wisely, it gave me 27 Z pieces in a row (since Z pieces can't fit into each other and form lines, this is a guaranteed game-over); the only way out is to place one in a worse place and form a hole. As a link below points out, modern Tetris implementations limit the number of repeat blocks and ensure a good distribution [pineight.com] within the random selection; you're guaranteed a straight piece at least once every thir
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Valve notorious for randomness (Score:2)
Valve likes to implement the random factor into their games a lot lately, much to my dismay. Going from Day of Defeat to DOD:Source had a large dumb-down to the gameplay, and far more random weapon spray to benefit newer/bad players.
Similar could be said about Counterstrike after the first few post-release patches. It was originally a good mix of realism and deathmatch with a Rock-Paper-Scissors balance. With the patch after 1.3 it basically became "Riflestrike" if you actually wanted to be competitive.
Then
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It's part of Valves 'Forward Momentum' system. The problem of many other games is evenly matched teams will often result in stalemates while unevenly matched teams will result in the weaker team being crushed over and over. Valve has addressed that issue by rewarding t
It's all about working the odds towards you. (Score:2)
Of course the enforcer is random. The chance of the enemy surviving is pretty high.
OTOH the chance of survival of enemy surviving a hit by a volley of 6 rockets is exactly zero, no matter what his armor, health or other bonuses. That's why I don't use enforcer.
Random loot and levelled loot. (Score:3, Insightful)
...the primary killers of motivation to explore.
Why should I climb the tallest tower in the furthest castle, if I get the same stuff as from the chest behind the entrance door?
Why should I conquer the strongest enemies and explore their castle if I'm better off killing millions of rats, then open a chest in the tavern cellar?
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Explore both? You get more chance of good stuff then.
Though in games, not everything can be truly random, as otherwise a string of bad luck can ruin the player's perception of the game. Likewise, a string of good luck can make a game too easy.
On a related note, I always hated oblivion due to the fact that the game levelled enemies everywhere up with you, so you didn't really gain anything by killing anything. Why bother levelling if it doesn't help you to kill anything because they all level too?
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unless they all respawn.
respawn is the third killer of immersion and motivation.
That's what really discouraged me from Stalker. An enemy spawning right behind my back in a place I had checked to be empty, and killing me in one rapid burst from his gun.
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I loved System Shock 2 for how it handled respawns. If you walked into an area and cleared it of enemies, it would stay clear as long as you stayed there. Enemies would always respawn in areas outside of where you were at, and usually at a slow pace to give that truly creepy "omg, I don't know where they're coming from next!" feel. It always kept you on your toes and enhanced that feeling of the environment closing in around behind you as you moved.
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Why should I climb the tallest tower in the furthest castle, if I get the same stuff as from the chest behind the entrance door?
Why should you release Schröedinger's cat from its box?
RPGs should let you take the chest without opening it and sell it unopened. You could get more from selling a mystery box than you will from what's actually in it, especially if you hype up where you recovered it in the marketplace.
Hell, if it just let you play back your campaign to get it to potential buyers (in the guise of relating the story), that would be cool in itself. It could even discourage farming.
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in Oblivion: just before you grab the stone from the top of any oblivion towers, save.
If you don't like what the stone contained, load, grab again, repeat until satisfied.
It is undecided what the chest contains until you open it.
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Why should I climb the tallest tower in the furthest castle, if I get the same stuff as from the chest behind the entrance door?
Because you are a completionist and there happens to be a percentage of found items and you just have to find 100% of every item in every dungeon that you come across. Not that you ever really "have to" just for those near worthless items.
Why should I conquer the strongest enemies and explore their castle if I'm better off killing millions of rats, then open a chest in the tavern c
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>>Because you are a completionist and there happens to be a percentage of found items
No, they are entirely random and respawn after a while. I can raid the same ruin over and over, spending a week in a tavern in between the raids. There is no counter, there is just gold for sold stuff (which after a while becomes meaningless), and you won't find anything your current level doesn't allow for. And once you finally level up, the rats in the ruin will get stronger and give you more exp, and the loot will
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For fun? Novel, I know.
from developer pov (Score:2)
I can only add small tidbit from developer pov.
Actually few games are truly random at low level. On many occasions I was faced with trivial matter that "pseudo" random numbers are not really all that random.
The mentioned above problem is easily visible in aforementioned Tetris example and is direct result of poorness of random numbers.
On one occasion, analyzing one source code, I have found clever trick with premade chains of "random" numbers: applying the chains twice (two level indexing), overal
Items (Score:2)
As for item drops, when you're in a group and you have to hope the item you want drops and then hope you win it, it gets frustrating; especially when everyone else is gett
Doom and stochasticity (Score:3, Interesting)
I recall that the original Doom did random amounts of damage (since the designers were also roleplayers). This was most evident for the berserk pack, where you might do the same damage as an ordinary punch, but occasionally your fist would cause demons to explode. Also the shotgun would usually kill an imp in one shot, but not always. I loved this style of randomness, as it makes the game a little different each time, and not completely deterministic.
Meanwhile, I like the idea of adding a random direction to a shot fired. It means that a pixel perfect shooter doesn't always get his mark, but on average he'll still be more accurate than a poor shooter. I don't think I've ever heard anyone complain that their machine gun has spread, so unless it becomes too random, why worry if it affects the rest of the weapons? In real life there are plenty of factors that make guns not shoot the exact same spot every time.
Finally, (being someone who enjoys tabletop roleplaying, and also a researcher who mainly deals with stochastic simulation), randomness is a great way to allow people to play games without substituting the character's abilities for the player's. If your character is supposed to be good at shooting, and you point him at an enemy, then he'll hit more often if he's good. If you give your mook a gun, don't expect him to shoot accurately just because you can move the mouse to the right spot, because your character isn't very good at it. Conversely, he'll sometimes make a shot which is very difficult, but less often than the trained sniper (the same argument applies to other activities than shooting guns).
Dedicated to randomness. Maybe.
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As a rogue player the latest season I had chances to down =mail armoured opponents in arena in 10 seconds. Some other time I was so unlucky that I could only pray to be defeated fast.
The resilience stat reduces the variance you're seeing, and reduces damage from crits. I remember back @70, a 400+ resilience rogue managed to survive 3 people hitting him. Your rogue can down someone in plate very fast, if the plate wearer doesn't have any resilience and your crit/hit stats are good.
Most people want variance, and play by intentionally getting a slow, hard-hitting weapon. This makes a lot of sense, because spike damage wins matches.