- Ho Chi

- Jan 16, 2020
- 1 min read
1. Input randomness (support strategy.)
a. A random event occurs before the player gets to make a decision.
b. Examples: procedurally generated levels in a roguelike, drawing a hand of cards before taking your turn in a deckbuilder.
c. How to use it wrong: unpredictable starting conditions can massively decide the likelihood of success.
d. How to improve it: give players additional bonuses to encourage them to play for a session of time, and control the randomness and reduce the chaos through some well-organized setting up steps.
2. Output randomness (undercut strategy.)
a. Player makes a decision and then luck takes over and the game tells player what happened.
b. Examples: hit chances in XCOM, or not knowing what the enemy will do until after you press "End Turn".
c. Why designers use them: make the game more realistic, and force players to think about risk management.
d. How to use it right: get away from binary hit or miss mechanics, show the player the odds, lie about the actual chances of things happening, use dices or cards to make math less abstract, and have output randomness in places that will ONLY ever be in the player's favour.