3 ms·
As a game designer I have to disagree, but you do kinda have to massage the randomness to the player's benefit sometimes, especially since players will see thin
by cableshaft 8y ago
As a game designer I have to disagree, but you do kinda have to massage the randomness to the player's benefit sometimes, especially since players will see things that didn't happen sometimes ("the computer player got all the good cards and I got only bad cards!" ...you got the same cards, just in a random order, that's literally not possible).
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)