{"id":670,"date":"2017-04-07T14:49:15","date_gmt":"2017-04-07T18:49:15","guid":{"rendered":"http:\/\/blog.bulletpattern.com\/?p=670"},"modified":"2017-04-07T15:03:43","modified_gmt":"2017-04-07T19:03:43","slug":"whats-missing-from-video-game-randomness","status":"publish","type":"post","link":"http:\/\/blog.bulletpattern.com\/?p=670","title":{"rendered":"What&#8217;s Missing from Video Game Randomness"},"content":{"rendered":"<h2>Random-mess<\/h2>\n<p>I am not a fan of randomness in games. I try to keep it to a minimum\u00a0as a designer and as a player, it&#8217;s a turn off for me. The idea of grinding for a loot drop will wear me out real fast. I&#8217;m looking at you <em>Let It Die!<\/em><\/p>\n<p>I&#8217;ve had debates with colleagues about randomness and it&#8217;s often presented\u00a0that randomness\u00a0hits the same compulsion as gambling. Regardless of whether you think that&#8217;s good or bad, it&#8217;s an effective player compulsion. It can be\u00a0mining for ore in Minecraft (that next block might be diamond!) or trying to get rares from loot boxes, the excitement of taking a chance and (maybe) winning keeps players coming back. There is also the idea\u00a0that it&#8217;s not much different from rolling dice in Dungeons &amp; Dragons. Pen &amp; paper roleplaying is\u00a0where the core of many video game design elements come from, right?<\/p>\n<p>This argument has never set quite right with me but I could not put my finger on what was missing in\u00a0the transition from rolling dice at D&amp;D to random loot drops in video games.<\/p>\n<h2><\/h2>\n<h2>Predictably Irrational<\/h2>\n<p>I often consume behavioral psychology books, lectures, podcasts, etc. in an attempt to learn more about human behavior. So much interesting insights on human behavior apply directly to game design. I also like to think it makes me more forgiving of people&#8217;s flaws and more aware of my own but let&#8217;s not get serious about self-reflection. We are talking about video games!<\/p>\n<p>Recently, an entry from <a href=\"http:\/\/www.npr.org\/2015\/09\/29\/444398776\/the-thrill-of-near-victory\">NPR&#8217;s Hidden Brain podcast<\/a>\u00a0filled in what&#8217;s missing from video game randomness \u2013 <strong>almost winning<\/strong>. Their research shows that when people <em>almost<\/em> win, it&#8217;s nearly as\u00a0fulfilling as winning \u2013 even though, in reality, a loss is a loss.<\/p>\n<p>Lottery tickets, slot machines, dice rolling, and every other real world randomness lets the player see if they <em>almost<\/em> won. You got 4 of the 5 numbers on the lotto ticket! You got 2 of the 3 slot machine reels! You rolled a 19 \u2013 almost a 20! This is what video game randomness is missing.<\/p>\n<h2><\/h2>\n<h2>The\u00a0Solution?<\/h2>\n<p>We&#8217;ve identified\u00a0problem of what&#8217;s missing but the solution is tougher. Games have done real-world correlates, like slot machines and similar implementations when players get drops. Good examples are Borderlands 2&#8217;s weapons slot machines and Jetpack Joyride&#8217;s Final Spins. However, these are done in times where the player is not really &#8220;playing&#8221; the core game. These kind of interfaces also\u00a0require\u00a0significant graphic design resources.<\/p>\n<p>To me, the question is \u2013 how could we make random\u00a0loot events in moment-to-moment gameplay\u00a0(like killing an enemy who drops\u00a0coins but sometimes drops a rare crafting material) communicate the desired &#8220;you <em>almost<\/em> won&#8221; state?<\/p>\n<p>I don&#8217;t have the answer yet, but it&#8217;s something I&#8217;ll keep in mind moving forward on new projects.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Random-mess I am not a fan of randomness in games. I try to keep it to a minimum\u00a0as a designer and as a player, it&#8217;s a turn off for me. The idea of grinding for a loot drop will wear me out real fast. I&#8217;m looking at you Let It Die! I&#8217;ve had debates with [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[18],"tags":[],"class_list":["post-670","post","type-post","status-publish","format-standard","hentry","category-game-design"],"_links":{"self":[{"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=\/wp\/v2\/posts\/670","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=670"}],"version-history":[{"count":4,"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=\/wp\/v2\/posts\/670\/revisions"}],"predecessor-version":[{"id":674,"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=\/wp\/v2\/posts\/670\/revisions\/674"}],"wp:attachment":[{"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=670"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=670"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=670"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}