Saturday, June 11, 2016

Random number gameplay

All praise the random number gods...right?

Games like Hearthstone are very much dependent on random factors. While some passionately argue that skill at such games trumps the effects of luck, and that players should specifically tailor their play around the randomness of card draw. The question then becomes "how do you do that?"

The key is that there are three answers that players have come up with for this question. The first is to fill your card deck with cheap aggressive cards to take control of the game and punish your opponent for not playing fast enough - the aggro decks. Insert your curses about face hunter here, since this also has the side effect of making the randomness work against your opponent by limiting the turns he has to draw answers.

The second approach is fill your deck with strong card draw tools that allow you to get whatever cards you need, regardless of what cards you start with. This kind of thing has been met by heavy nerfs (hi there, miracle rogue), so clearly it's frowned on. The third is to basically use removal and control cards to extend the game as long as possible, so that card draw will eventually even out over the course of a whole game. Control decks are here for you.

So, to take a step back from Hearthstone, this is actually a sign of player behavior when faced with random factors. Given everything else, the logical conclusion is that players gravitate towards whatever playstyle mitigates the randomness of RNG-based obstacles.

I'm no less guilty of this myself. It's why I play Amber so much in Armello - my entire strategy is about mitigating the randomness of perils in order to move around the board that much more easily. Other people I see run the Dig amulet when they want Spirit Stones. And there are fewer and fewer players trying for kingslayer victories...because it's too random for them.

The fact is that random factors in gameplay exist, at least in the minds of many players, just so they can figure out ways around them. And when they can't, outrage erupts, leading to arguments over what is the "right" amount of randomness.

I think that game designers need to account for this in the future. People don't mind randomness; what they dislike is randomness controlling the outcome, invalidating the player's own skill and choice. If faced with a random factor, they'll take whatever option weighs the odds in their favor. And me, I can't blame them. Video games are about empowering audience participation, and gamers are the audience.

So roll the dice if you want, but you may want to pick a game where you can add a bonus to your dice roll. Because when all's said and done, you may not find the dependency on luck to be all that enjoyable.

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