How Designers Engineer Luck Into Video Games (2017)
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nautil.us
For example, in Bioshock 1, the enemies will always miss their first shot, whereas Assassin's Creed and Doom have the last part of the health bar actually take more shots/attacks to deplete to make it feel like players are winning by the skin of their teeth.
There's a whole list of examples here:
Don’t change the rules, or hit boxes, or speeds of enemies to try to nudge the player towards winning. If the content of your game is not fun, change the content, don’t change math and physics.
It's similar in movies where the hero beats up a room full of goons who attack in groups no larger than 3.
If it's not the first it's at least one of the best early examples of this mechanic.
https://all-things-andy-gavin.com/2011/02/02/making-crash-ba...
"The first is Sony’s first viewing of Crash in person. Kelly Flock was the first Sony employee to see Crash live [ Andy NOTE: running, not on videotape ]. He was sent, I think, to see if our videotape was faked!
Kelly is a smart guy, and a good game critic, but he had a lot more to worry about than just gameplay. For example, whether Crash was physically good for the hardware!
Andy had given Kelly a rough idea of how we were getting so much detail through the system: spooling. Kelly asked Andy if he understood correctly that any move forward or backward in a level entailed loading in new data, a CD “hit.” Andy proudly stated that indeed it did. Kelly asked how many of these CD hits Andy thought a gamer that finished Crash would have. Andy did some thinking and off the top of his head said “Roughly 120,000.” Kelly became very silent for a moment and then quietly mumbled “the PlayStation CD drive is ‘rated’ for 70,000.”
Kelly thought some more and said “let’s not mention that to anyone” and went back to get Sony on board with Crash."
Making Crash Bandicoot
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As one of the co-creators of Crash Bandicoot, I have been (slowly) writing a long series of posts on the making of everyone’s favorite orange marsupial. You can find them all below, so enjoy.
There's something in it for everyone who enjoys programming, video games, or technical papers.
My favorite four takeaways from the development story are:
1) The mechanic I spoke of above where the game tries to dumb things down for less skilled players.
2) The fact that Crash Bandicoot was originally designed as the flagship game and mascot character and ultimately Sony messed up in terms of making Crash into the Sony Playstation mascot as Mario or Sonic were to the Nintendo and Sega consoles / companies respectively.
Naughty Dog aimed for that as they saw an opening for it and, I think, absolutely nailed that aspect of creating an iconic and lovable character but Sony seemed gun shy about it. I could see, with hindsight, how Naughty Dog could have developed Crash further as a character and branched out in terms of making all sorts of Crash branded games of various genres in the future instead of the few platformers that we got (although they were all well above average).
3) The fact that pit falls, unbreakable boxes, and other in-level obstacles / item boxes weren't just there by chance. The Sony Playstation could not handle too many enemies on screen so the level designers worked hard to craft levels that would ensure enemies would fall into pits or be blocked by boxes from entering into an area that would ultimately crash the game / console from having too many polygons on screen.
4) The fact that Naughty Dog was thought to have "special secret hardware codes" given to them by Sony because comparatively Crash Bandicoot was performing and looking a few levels above anything else other Sony Playstation developers were capable of creating. The team wrote all sorts of specialized tools and programs to help refactor polygons, smart load levels, and ensure that the team was able to have great looking graphics and models on screen that were as close as possible to squeezing out everything the hardware could handle (see item 3 above) and this caused other developer teams to question Naughty Dog and Sony's relationship behind the scenes.
> “The fact is, we’re trying to entertain players,” said Solomon. “So how do you deal with a player who’s missed an 85 percent shot? Emotionally, they’re probably strained. We don’t want the players missing multiple 85 percent shots, because then the game starts to feel punitive...That 85 percent isn’t actually 85 percent. Behind the scenes, we wanted to match the player’s psychological feeling about that number.” That 85 percent, according to Solomon, is often closer to 95 percent."
As much as I love the XCOM games, I really enjoyed the refreshing deterministic approach by Klei's Invisible, Inc. [1], another turn-based squad tactics game, in which all valid shots are guaranteed to hit. This places all of the onus on the player to correctly anticipate positioning -- so, basically like chess. There's still plenty of luck involved, with the levels and loot locations being randomly generated. But the "luck" feels more of a fun obstacle to overcome, rather than a cruel arbiter of fate.
On a tangent: the fact that the human mind finds randomness to be unappealing reminds me of another game design essay, "The Nebraska Problem", about the optimal way of generating visually-pleasing grass [2]
0: https://www.gamasutra.com/view/news/266891/Jake_Solomon_expl...
(I know games are ostensibly about fun rather than betterment, but they originate from the opportunities for betterment that they provide and breaking that connection does a disservice to ... mankind. Not to put too fine a point on it. If you want your game to be fun and the numbers aren’t fun, don’t lie about the numbers, change how you present them.)
For example, you'd want it to be pretty much guaranteed a trooper can beat an alien at close quarters with a chain gun and an archer can't beat a helicopter. You want some degree of randomness but you want the rules to be easily understood as well.
Giving the player an artificial boost when he’s behind is like giving 4 outs to the losing baseball team.
Most games are suppose to feel like an experience though and make you feel a certain way. They're suppose to be scary monsters - less so in a Civ-style games but you're not suppose to be decomposing them into integers and algorithms.
You might enjoy these videos as well:
To me, finding out about this matched the psychological feeling of having unknowingly cheated all the time.
There are a lot of ways to have luck without randomness. Simultaneous action selection which forces everyone to guess each other's moves is based on luck, and that goes from Rock Paper Scissors to Diplomacy to Street Fighter.
But for chess, although it is turn based and perfect information, the luck comes from guessing at complexity.
If you ask people to guess a specific digit of pi, say the 1,234,658th digit, they will have to guess. Although there is a method to calculate it, and although you can reduce the required luck by knowing some statistics about the digits of various areas of pi, it will come down to guessing.
Perfect information turn based games introduce luck by hiding a lot of information behind complexity and forcing us to make educated guesses. A perfect information turn based game without complexity is a solved game, for example tic tac toe.
The fact is that there is no interesting game with zero luck. Players just feel differently about different kinds of luck. Knowing that an answer is theoretically possible forces them to acknowledge their limitation rather than the game, even though in reality everyone is guessing and matches are won via luck.
Richard Garfield has an excellent talk about Luck vs Skill that can be found on Youtube.
I'm really glad the article also touches on the loot-box phenomenon. I think it's by far the worst thing to ever happen to game design.
It's exploitative in the same way that gambling in general is exploitative, but isn't bound by the tight legal restrictions that prevent gambling companies from targeting children who might be most vulnerable to these exploitative tactics and more likely to fall into a vicious cycle of addiction early in life, which can have dramatic, literally life-changing consequences.
That said, I can't really deny either that at least part of this trend is self-inflicted on the part of the gaming community at large. Gamers have all but collectively rejected the subscription model where we pay for the games we play on a recurring basis. For games like MMOs that require ongoing funding to develop new content in order for the community around it to thrive, what other funding models outside of the freemium model do designers really have?
The DLC/expansion pack model also worked adequately for some time, and still does for games that involve mostly episodic experiences, but not so much for games that have living worlds and require ongoing development of new content and incur ongoing infrastructure costs. It also comes with similar problems as the model of paying for software upgrades, because developer incentives and users' needs can become misaligned. Oftentimes in this model, bug fixes and quality of life improvements get sidelined in favor of more content/features, and the community becomes fractured across expansion packs, undermining the natural network effects that these kinds of games inherently tend to create.
It's also really difficult to fault freemium games for using exploitative tactics that target players who do end up paying to pay more, when the distribution of people who actually pay for things in these games is often so wildly unevenly distributed that the top percentage of paying players often account for a disproportionate percentage of overall revenue, while the vast majority of overall player-base pay absolutely nothing, and those who do so often wear it as badge of pride, no less.
I've always wanted to build a game myself, but I could never figure out how to align my own need for ongoing revenue to support the development of a game that I might love and end up wanting to keep working on indefinitely, with that of a gaming community that has soundly rejected any funding model that makes it possible to achieve that without resorting to tactics I'd rather not stoop to.
World of Warcraft, Final Fantasy XI, Final Fantasy XIV, and EVE Online all still successfully use the subscription model (with varying levels of free trials).
But publishers wanted more money - from people unwilling to pay subscriptions, and from people that would spend at a cash shop in addition to a subscription, so freemium models get added. It hardly seems fair to blame the entire gaming community for the existence of these people, and the profit-maximizing game publishers.
> It's also really difficult to fault freemium games for using exploitative tactics that target players who do end up paying to pay more
I don't find it difficult to fault exploitative behavior just because it's profitable.
The most recently released game in that list is Final Fantasy XIV, which was released in 2010, almost a decade ago, and the rest are about a decade older than that. A _lot_ more MMOs since then have tried the subscription model and failed. It may have worked in a few rare cases in the past, and some of those might still live on today through sheer inertia, but I think it's reasonable to claim that subscription is generally no longer considered a viable model for new MMOs.
I'm not saying some publishers won't find ways to extract more money from players by adding freemium features on top of subscription games if they could. Of course some would, greed knows no bounds. But I am saying that they can't afford to charge a subscription fee to begin with, if they want their game to become successful in today's climate, even if they intend to use that as their only source of funding, forgoing freemium features entirely.
> I don't find it difficult to fault exploitative behavior just because it's profitable.
I think I made it pretty clear I find those practices despicable too. But if your only option is the freemium model, you don't really have much of a choice but to discriminate based on who's willing to pay and how much. That's literally the only way the model can work, by definition.
I'd argue that the drawn out deaths of those MMOs shows how creatively bankrupt the MMO market is - people aren't leaving for new MMOs, they're staying with old ones till they get bored, because there's nothing better out there.
Indeed. I like MMOs, but there's just nothing up my alley at this point and I'm waiting for the revival of a 15 year old game (WoW Classic) or the spiritual successor of an even older game (Pantheon).
But looking at it another perspective, you can also argue that making MMOs with persistent worlds that can only be supported by subscription has become so risky of an investment that nobody is willing to experiment with drastically new paradigms/mechanics because historically an overwhelming majority of those who tried have failed, which could be what led to the creatively bankrupt landscape we have today.
It's impossible to know which perspective is more accurate because it's clearly a chicken-or-egg situation. But one thing that we can observe today is that practically (or maybe actually?) nobody even tries to make MMOs with subscriptions anymore, and new MMOs today end up defaulting to freemium (and all the morally bankrupt behavior that the model leads to), whatever the reason for that might be, and I think that's a shame.
Yet. There has already been a lot of controversy over lootboxes and how they're basically promoting gambling to kids, and they've already been banned in certain countries (like Belgium) and drawn fire from governments and gambling comission officials in others.
There's a pretty good chance that at some point, these types of practices will get cracked down on hard, that'll they'll likely affect age ratings more in future and (like with GDPR and privacy or accessibility and the internet), they'll lead to lawsuits.
Buying random drop rolls does seem in poor taste. Though I never understood why you would pay to not play the game.
- Enemies move at a speed proportional to how far behind you are. Hacking the game and putting yourself way ahead causes enemies to drive inhumanly fast. See: https://www.youtube.com/watch?v=0JV-kMYLYCo
- Only the person in last place can get blue shells from item blocks.
That was another game where if you got too big of a lead, eventually you’d miss like 90% of your shots until the other team started catching up.
After discovering this trick, the game was ruined for me.
I'm sure it can be done well, it just isn't.
Is there a particular case you find lacking? What are you trying to learn?
Gamification is usually meant for creating addictive behaviors but I think some of it was in earnest effort. I can see how the idea of "Nobody ever wants to learn, let's try to make learning a game" makes sense from above, but it's hard to actually implement correctly. And at some point, some new manager with ideas about gamification for profit's sake inevitably joins the company.
Also I think that for a lot of people videogames really do have positive effects which enrich humanity.
Highly recommend listening to the whole thing if you're interested in this stuff: https://www.indiehackers.com/podcast/080-daniel-gross-of-pio...
And don't even talk to me about breaking mirrors...
Off by one on video slots. Penny slots where you win 70 times on 100 simultaneous bets. 'Skill' at dice throwing in craps. Winning a free drink when you look like you are fixin' to leave.
Building addictive products looks hard but rewarding.
I remember getting infuriated with the recent Super Mario Party because so often it would have a player (who might be in 1st or 2nd place) collect a star, and then choose the next star spawn point close enough away that the player was able to reach the next star point while completing the same turn, being able to buy 2 stars in a single turn! What the hell?
If I were the designer I'd make sure to pick a next star position far away from the previous point on the board, or at least make sure it couldn't be reached that very same turn by the same player. That just seemed lazy.
You're massively overgeneralizing.
In competitive multiplayer games, then sure, randomness is almost always disliked, and any form of luck mechanics are usually loathed by the fanbase. See for example how unpopular tripping was in Smash Bros Brawl, or how items tend not to be enabled in tournament play.
On the other hand, less competitive multiplayer games and single players can have randomness work well. Few complain about randomly generated levels in single player games (at least on a 'this is unpredictable' level, roguelikes are basically entirely random, many sandbox games have random systems of events that could happen at any time and party games tend to be heavily based on random mechanics overall.
After you get your gear, randomness is no longer in play other than the circles of death. A shot to a player's head should always connect. There's no element of randomness when engaging with another player.
If there was a noticeable random element of accuracy in your weapons, the community would drop PUBG in a hot second. Fortnite's scene isn't nearly as competitive so it's possible there is more leeway for random combat, but in PUBG dependable combat is a MUST.
Bullet spread as a stratagem isn't random because the idea is that you can choose: Quick, reactionary hip fire or slow, focused aiming? One guarantees a hit at the expense of speed, the other guarantees speed at the expensive of maybe not hitting. But no one using hip fire will be angry that their gun might have missed, because the system is predictable, non-random and non-changing. However, if we were talking about a system where sometimes your aiming is precise and sometimes it isn't, with no clear rules, then your strategy begins to depend on randomness instead of interfacing with it.
That's why randomness isn't "paramount" to the combat of PUBG. This is why the game is successful. Bugs nonwithstanding, once a player secures loot they can form predictable, actionable strategies that do not depend on RNG. If this wasn't the case, and randomness bled into combat itself, nobody would play the game.
Yes, they have some prizes in some events with popular players, but they aren’t really competitive in the same sense as, say, MOBAs, strategy games or FPSs.
The fact that a game has PvP does not mean it is competitive in that sense.
A great example is Diplomacy[0]. Instead of randomness, you have asymmetrical information, for which you have to use the same type of statistical reasoning. This is much more satisfying than randomness, because there is substance behind the veil.
There are 7 players, and each starts with 3 or 4 units. The outcome of an attack is determined entirely by numerical superiority. If you attack with more units than are defending, you win. However, because there are so many more players than units, and all orders for a turn are resolved at the same time, you don't know what's going to happen because you don't know what other players are going to do. Will your allies actually support your attacks, or will they backstab you and defend your opponent instead? People can make your attack or defense fail simply by not writing the order to support you, because you don't have enough units to do it alone. Therefore, the outcome is dominated by cooperation between players. You don't know what will happen only because you don't know who's lying.
And this gives you a way to overcome the "random" element by finding out who's really lying using... Diplomacy!
Mafia is another game that relies on asymmetrical information instead of randomness, if you forgive the fact that roles are randomly assigned. This is a less pure example, because there is some element of randomness. However, the information game is still more important, because the randomness is limited to setting up the board. Poker uses this kind of randomness, because once you shuffle the deck, the result of drawing a card is not random. Procedural generation is a mixed case, but I think it usually falls into this bucket as well.
In general, randomness is good when it is used to hide information, but it can become very frustrating when it is used to create information independent of any other causal structure. Randomness is bad when it destroys the narrative a player is forming about their experience. If the causal structure of your game is capable of hiding information without relying on randomness, like with Diplomacy, then you don't need any.
It does seem that if you remove randomness entirely, what you're left with is a game whose strategy revolves around information symmetry/asymmetry. Either it's a game where all the rules are known and players are on equal footing, or it's a game like Diplomacy where rules and game state are known initially but players can create information asymmetry to use to their advantage as the game progresses.
Chess is a good example of a game with perfect information for both sides. There's a variant of chess that was popular for training military officers in the 19th century called Kriegspiel that has Fog of War. It is played with 3 boards and a moderator. Each player has a board with only their pieces, and the moderator sees both sides. Players tell the moderator their move, who figures out the result. This is precisely the sort of thing for which we now use computers when playing strategy games of all kinds.
The fundamental principle of randomness, in a Bayesian sense, is that it represents a lack of information. There are two ways in which randomness can be used in games. It can be used to set up the initial conditions for the game, such as with procedural generation; or it can be used directly as part of the conflict resolution mechanism. When it is used in the latter sense, such as by having your success determined by die roll, it creates an illusion of hidden information, but it's hollow. In the case of a game like Kriegspiel or Diplomacy, there is an actual state that can be probed through clever gameplay, and probabilistic reasoning enhances your ability to do that. But when the state doesn't exist, and you model the result of missing information with a die roll, all you have to work with is the law of large numbers. When there is no hidden state about which to make inferences, it can make a game feel shallow.
Here's another example: Starcraft. If you are playing 1v1 on a 4 player map, there is some randomness in spawn positions, but ignoring that, the game is very deterministic. Units deal a specific amount of damage, pathfinding works a particular way, there's no randomness in chance to hit, or movement speed, or construction time. But there is a huge amount of hidden information because of Fog of War. At a high level of play, players may see very indirect hints of what the other player is doing, and by knowing how long it takes to build everything, they can figure out what the opponent is doing, with precision.
"If he has 8 marines at 3 minutes, he must have built early Barracks and he's not teching! I better prepare for an early attack." I don't remember the exact timings anymore but there are a lot of tells like this. A lot of the strategy of that game revolves around scouting and denying information, and making attacks at an ideal timing where the opponent has sunk the most resources into gaining an advantage (such as tech for more powerful units), but hasn't yet gained any benefit. I can't think of any randomness in Starcraft beyond the 4-position maps in 1v1, which players hate!
Instead, the main principles are hidden information, and dexterity. It is very difficult to control every unit precisely unless you have 400 actions per minute. Randomizing action resolution isn't important because it is physically impossible to play perfectly.
The topic at hand was how randomness is undesirable in video games.
> Chess is a good example of a game with perfect information for both sides.
If we're discussing perfect information with respect to Game Theory, Chess is a good example, though my favorite example is Tic-Tac-Toe because of how simple the ruleset is.
As for a 2x2 game with Fog of War and truly no randomness, I would suggest Advance Wars. Spawn locations on maps are always predictable, though a player can create hidden information by not deploying in every available spawn location.
Randomness can make a game endlessly replayable (or at least until you get bored of the game), but there is something to be said for constructed levels as well, as they can keep the game interesting and not make it seem like it's just more of the same. If both are feasible I try to include both when I can (like random maps and designed maps).
If we're talking tabletop games, though, there are some people that just hate randomness for some reason, to the point where even a random but full information setup will anger them. And yet they don't want to play combinatorial abstract games, which are better suited for that. I don't get it (I do love abstract games myself, but I'm also fine with randomness)
This actual topic was far more interesting, and that Twitter thread link posted by CM30 is gold.