Randomness 2 games


















Randomness is the best way to provide replayability. Those games quickly grow stale. Luck, on the other hand, always changes, mixes things up a little, creates tension, and keeps players on their toes. On the contrary, it compliments those efforts with some exciting mystery and prevents them from becoming routine, so that you can explore myriad permutations of even the same plan session after session.

Randomness is a great equalizer. Purely player-driven designs alienate the uninitiated. They rarely stand a chance and will loathe the beat-down they are about to receive. No one enjoys being punished for a lack of experience. For casual gamers, children, and newcomers to the hobby, this can be devastating. Luck does not mean choices become irrelevant, nor does it toss decision-making out the window.

And they can always blame defeat on the dice that hate them! Randomness is real life. We all know that life is unpredictable. You can prepare. You can save. Hard work can get you ahead…for a while. But some time, one day, unforeseen events swirling beyond your control will blow those plans right off the tracks. It happens all the time, whether minor or tragic. In that case, we must instead learn how to adapt and adjust, develop contingencies, and deal with reality. Why not welcome the unknown in our board games, where the stakes are low and the consequences moot?

It is an irresistible lure. Arbitrary randomness via drawing cards or tossing dice or pulling cubes from a bag may frighten many gamers. It can be frustrating when your carefully calculated moves are mercilessly squashed by the whims of chance. I get that. Get over it and have fun. Randomness is good for the hobby. It should be embraced — not shunned like a begging leper. If you want all open information and formulaic strategy, then enjoy your spreadsheet.

You certainly couldn't jump Well, it'd prolly bug me if I didn't know what was going on and maybe if I did.

Whatever you do, don't make it totally random. That's just stupid. Make it like in Sorceror so that there is a 'right way' of solving the puzzle, and have the random pit be a backdoor or a "passage" which "opens" upon solving the puzzle on the other side.

Puzzles of this sort abound in IF. Don Blaheta dbla I gather that the idea is that you don't want the player to blithely hop back and forth over the pit without finding the info on the far side of it and solving that particular puzzle. Since randomness, from other posts in this thread, is verboten, I would suggest making it an automatic success the first time they jump the pit, and after that, you could make it random or even automatic failure.

Of course, it's important to let the player know that the odds have changed after the first jump Half way across, you realise that you're not going to make it, but it's about two meters too late for second thoughts. You hang there for a second, catching your wind, until the rock lets you know, by wobbling, that it isn't terribly secure.

You scramble up, dislodging the rock just as you make it over the lip. Seven seconds later, you hear the faint sound of stone impacting on stone. One thing I learned when porting Dungeon, is how combat works.

The more points you have, the stronger you are. Most of the formulas and all are pretty much worthless though, but it's fun to see all the messages. I think its a lame idea From The Eternally Sleeping Dragon who occassionally wakes up to flame someone. I tend not to like randomness in these type of games myself.

In this case, why not make the pit into TWO puzzles, rather than a random obstacle and a puzzle. The first puzzle would be how to get across the pit of course, you'd have to come up with something for this , and that could "hide" the second puzzle that the pit is used for.

Sloniker, stressed undergrad L. I don't understand it. I usually insert some amusing "act of God" that prevents the brute force solution from working.

In other words, even if you guess the right solution, it won't work until you've "discovered" the piece of information that verifies the solution. For example: You are standing in front of gigantic iron door, next to which is a machine with a milliion dials. Each dial can be set to a value from 1 to The door won't budge! The door swings open for a second, but a sudden gust of air blows it shut again.

There's no sense trying to hide the fact that for plot reasons you don't want the player to proceed; you'll only confuse the player with the necessary extra layers of obscurity. Finally, I actually think using randomness is OK, if the search space is large enough.

In Legend, for example, you use coordinates for various things. These are triples, where each element ranges from 1 to In this case, the chance that the player will randomly guess the right answer is so slim that there's little need to add any more security.

Air resistance is a major factor here. Stones start whistling if you drop them anything approaching m. Bodies will probably fall slower, being larger and less dense than stones. It's still a long way though. It still feels a bit unsatisfactory to me, though I guess it is valid from a quantum mechanics viewpoint. Assuming that HH doesn't allow you to solve the puzzle by randomly guessing the answer, that is -- ie you must give the correct answer having previously found it out. If you haven't found it out, any answer is wrong.

The puzzle must also prevent you from exhaustive guessing which it does if I'm thinking of the same puzzle in HH. Olly It wasn't the element of randomness, but the if-you-miss-your-chance-the-game-cannot-be-won element that I so strongly object to. I haven't played HHG in years, but this still tugs at the back of my mind. Scott -- S. Harvey "Most of the world was mad. And the part that wasn't mad was angry.

And the part that wasn't mad or angry was just stupid. I had no chance. I had no choice. But in any event, thanks for all of your opinions, and I have decided to make the pit completely non-random due to the overwhelming majority opinion. I'll let everyone know when It's ready for beta-test. The puzzle in question is He is willing to meet you exactly once, in a space so narrow that you can only bring in one object with you; and he wants one of ten tools, randomly selected each time.

If you don't bring the right tool, you're basically SOL, as Marvin won't come to help you a second time. There is a plot device elsewhere in the game that allows you to see into the future and discover exactly which tool Marvin will ask you for. In this case, randomness works out just fine; I suspect there's an every-answer-is-wrong-until-you-get-to-the-right-point-in-the-plot aspect to it, too. For example, the Babel fish puzzle.

You are allowed, forced in fact, to go to the next part of the game whether or not you obtain the Fish; but without the Fish, you can't get the atomic vector plotter. Oh, and it was also prone to killing you at a moment's notice for trivial reasons -- one would think that entering the wrong password into the Vogon computer should just give you an ACCESS DENIED, not cause the computer to explode and kill you. That's some security system the Vogons have there If you step into a destroyed elevator filled with smoke, you no longer plunge through the floor and fall stories to a messy end; you instead manage to save yourself from falling and recoil into the corridor just in time.

It's possible to die in my game, but you'll know exactly what you're getting into if that happens. Do you realise how far a stone drops in 7 seconds? A common technique for estimating the depth of shafts when exploring previously-unexplored caves is to drop a rock down and time the drop.

Taking air resistance into account, a 3. This is long enough to make you wonder if the rock hit some mud silently or something and to reach for another rock. If they drop for much longer without hitting the walls, they start to whistle. I don't remember the figures off the top of my head, but 7 seconds will clearly be well over m which is approx feet.

This is not to say that when a player wins, all his moves were good moves. However, it does provide an anchor point that informs every other move. Of course, moves are made in an attempt to get the player as close as possible to the win state. Once the match ends, we can now see how and why each of those moves was effective. Because of this, players can get a lot of the same kind of fun out of watching a replay and analyzing it as they can from playing the game.

Overall, after playing a deterministic game, a player is left looking at a coherent strategic picture that has been painted over the axis of time. Alternatively, the non-deterministic game could perhaps be considered more like a number of incomplete pictures. In this way, the deterministic game maximizes its complexity effectiveness, and the non-deterministic game does not. The non-deterministic game is adding complexity, whereas the deterministic game is multiplying it.

Output randomness does not increase the depth of a game. How could it? There is nothing to explore in a dice-roll. There is literally nothing else to know or explore. What it actually does is obscure the outcome. You may have played perfectly, and still lost. Because of that wild goose chase, the game seems more complex than it is.

The game provides unreliable feedback, and only after playing many, many games will it become clear which feedback you should ignore. Essentially, random games delay learning — the essential fun part of games — by injecting false signals into the engine.

Humans are pattern-seeking animals. The same quality that causes a person to think he saw a ghost in some rustling bushes is the quality that causes a person to think he saw a lion in some rustling bushes.

And over time, those who thought they saw a lion were the ones who escaped when there actually was a lion. Those were the people who passed their genes along to us. Gambling machines have always relied on psychological tricks to exploit us into playing them. In order for anyone to actually want to play something as vapid as slots or roulette, some degree of self-deception has to take place. On some level, the player has to feel like he is responsible if he wins.

Otherwise, how can they be invested at all? From ancient religious superstition the Gods are angry at me! Serious players of highly random strategy games tend to be skeptical that this same trick could be working on them when they play their Summoner Wars and their Hearthstones. But why? The site will select a game for you at random so that you won't have to do it. If you don't like the game that was selected, no worries simply click the button again to get a new game.

First step for getting a random game is to select if you want a 2 player game or a single player game. Step 2 is to choose a category.



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