Roguelike Radio

Episode 134: Randomness

Mar 24, 2017
A lively debate on where randomness belongs in game design, from procedural maps to single decisive rolls. They contrast visible chance like cards with hidden machine rolls and discuss making luck a strategic element. Conversations cover reward randomness, AI unpredictability, signaling threats, and ways players can mitigate bad luck.
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INSIGHT

Visible Randomness Feels Like Player Input

  • Visible, tactile randomness feels more owned by players than opaque machine rolls, changing acceptance and strategy.
  • Darren Grey notes poker's card visibility and D&D dice rolls make randomness feel participatory compared to hidden RNG.
ADVICE

Chain Outcomes To Make Randomness Strategic

  • Let outcomes build on prior actions so players reason about randomness across turns instead of treating each roll independently.
  • Darren Grey suggests mechanics where hit/miss chains affect future probabilities to encourage turn-by-turn planning.
ANECDOTE

I Make Low Randomness Roguelikes For Tactical Clarity

  • Darren Grey reports making many roguelikes with little or no randomness to enable deeper tactical planning.
  • Tales of Maj'Eyal is cited as low-randomness example where damage is flat and players can plan kills precisely.
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