Why Randomness Makes Games Better
RookieDev
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Why Randomness Makes Games Better
2 968 просмотров · 5 дн. назад
RookieDev
1,89 тыс. подписчиков
2 968 просмотров · 5 дн. назад
Randomness can create tension, variety, replayability, and some really good decisions. It can also make the player feel like nothing they do matters.
So what actually makes randomness work in a game?
Randomness is everywhere in games.
Damage ranges, critical hits, loot drops, card draws, enemy encounters, procedural generation, random maps, random rewards... even a small amount of uncertainty can completely change how a player approaches a situation.
But randomness is also very easy to get wrong.
Give the player too little control and their decisions start feeling pointless. Make everything predictable and eventually they may stop making decisions altogether.
In this video, I wanted to look at what randomness actually does inside a game.
Why does rolling a die feel different from drawing a card?
Why can a 70% chance to hit create more tension than a guaranteed attack?
Why do some random systems keep us playing for hundreds of hours, while others just feel unfair?
And why do many games secretly control their randomness instead of leaving everything completely to chance?
I talk about dice, cards, hidden information, procedural systems, probability, risk and reward, controlled randomness, and the way uncertainty changes player behavior.
For me, the most useful question when designing a random system is pretty simple:
What is the player going to do differently because they don’t know exactly what will happen?
If the answer creates an interesting decision, there’s probably something worth exploring.
If the player can only hope for a good result, the system might need more work.
If you’re interested in game design, indie development, procedural systems, progression systems, and the decisions behind games, that’s what I usually talk about here.
#GameDesign #GameDev #IndieDev