3 ms·
This reminds me of Sid Meier's talk at GDC about having to game the random number system because of player's expectations: http://www.gdcvault.com/play/1012186
by hesdeadjim 9y ago
This reminds me of Sid Meier's talk at GDC about having to game the random number system because of player's expectations:
http://www.gdcvault.com/play/1012186/The-Psychology-of-Game-Design http://www.gdcvault.com/play/1012186/The-Psychology-of-Game-...
More often than not, true RNG in game design takes a back seat to fun.
- eterm 9y agoPlayerunknown's battlegrounds currently suffers from item spawns being "too random". You can go houses without finding a rifle then suddenly find 2-3 practically on top of each other. They could do with learning a little from other games and making it a little less random. Ultimately you can see it as a bug in human reasoning but we're the ones playing the game.
- fenwick67 9y agoTBH I like the current uniformity of the item spawns. It varies the gameplay and forces you to adapt. If every house had one pistol and one rifle it would get pretty dull. Raiding 3 houses and only getting a crossbow, bandages, and SMG magazines is frustrating but it's exciting. Just last night I got to #3 or #4 with a crossbow and a pistol.
- lawtguy 9y agoThe MMO City of Heroes did something similar to this. They called it the streak breaker: http://cityofheroes.wikia.com/wiki/Attack_Mechanics#The_Streak_Breaker http://cityofheroes.wikia.com/wiki/Attack_Mechanics#The_Stre... Basically, the higher your chance to hit with an attack was, the the sooner it would break a streak of misses and force a hit. This is definitely not random, but seems to be more satisfying to the player. Plus it no doubt cuts down on the number of complaints on the forums about "unfair" RNG.