  | |  | RE: More randomness in games | RE: More randomness in games 2005-02-22 - By Alex Chacha
Back David Kennerly wrote:
> Randomness without Replacement
> The analysis of a game mechanism is given with applications to > single-player RPGs and MMORPGs. Furthermore, the probability > theory employed is relevant to any game with chance, whether > played on a computer or on a board.
> http://www.gamedev.net/reference/articles/article2206.asp
Very interesting article, I have seen Poisson distribution used in modeling expectation networks which lends itself well to human expectation. If something is definitely expected, the longer you wait the more likely you are to receive it (if you keep swinging at that spider with every swing you expect to get closer to hitting it, may not be very realistic, but the game is meant to please the players not frustrate them). This works well with online games that are heavily hit/miss based, if a user keeps missing they expect to hit and to do something productive, while their frustration goes up inversely as they miss. There is no greater frustration than to be involved in an encounter with many people and not being able to do anything productive. You would be surprised how many people would settle for doing negligible damage to a MOB rather than missing everything, perception is very important.
There are many ways to improve this; one you have mentioned is to use a replacement RNG which is akin to a deck of cards. Another is to use a history buffer and use feedback to alter the RNG (random number generator) results, while this is in essence skewing the game a bit, I have always felt it is more important to have the players feed good about what they are doing (even if barely significant) rather than the adhere to strict randomness of some fixed distribution (it is also much harder to model an RNG which is part of a feedback loop and constantly adjusting its own distribution). Yet another is to use different RNGs for different purposes.
Many games try to cater to newbies, a skewed RNG is a good way, when you have an encounter and the players are heavily outclassed by that 2-ton spider, there is nothing more frustrating than everyone missing the MOB and dying, the way a skewed RNG could work is that they group does minimal damage before they die, the RNG can even adjust itself based on the MOB's health since the MOB may not be trying too hard, taking the players for granted, at the start of a fight but would be trying harder as it got more damaged.
Many, not all, RNGs are written to be white (meaning that each RNG sample is not only independent it is also completely uncorrelated and the mean of the process is zero). This type of RNG is great for security systems (if someone can actually design a truly uncorrelated one) but it's not very good for online gaming. Sometimes I hear statisticians compare white RNGs in the same tone as audiophiles comparing transistors to tubes, there may be something in that argument.
Considering some of the recent games, there have been a few which tried to reduce frustration in players. City of heroes actually has fractional damage and until the purple patch it gave even the lower level players a sense of contributing to the fight (when they were not side-kicked), sure they barely did any damage but seeing 1s above the enemy's head is a lot more acceptable to players than a constant "miss" which deep down inside makes them feel useless and prone to give up on the game (I won't go into the psychology of gamers this is a whole new thread).
Another common source of frustration is trade skills and luckily some of the recent games have taken a no-failure path to the system, only allowing skill raises on non-trivial items. World of warcraft uses this system and it's satisfying until high skill levels when skill raises get rare and for many cases recipes are dropped too rarely. A hybrid of this which worked quite well was in Horizons where you had a slider to control failure rate which was proportionate to the output (so you could increase a risk of failure for a chance at a higher yield), it was a good trade skill system overall.
I am hoping more game developers look at the random number generator they are using and consider moving towards one tuned for the frustration reduction, while it is easy to dismiss it as "everyone gets the same chance", when you consider the human factors and comply with them you get a lot more satisfied customers, after all customers that are busy doing things don't have the time to complain.
++Alex __ ____ ____ ____ ____ ____ ____ ____ ____ ____ MUD-Dev mailing list MUD-Dev@(protected) https://kanga.nu/lists/listinfo/mud-dev
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