> “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...