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	<title>Comments on: Unpredictability and control in turn-based combat: an examination</title>
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		<title>By: Games of Grey &#187; Hate Random, Love Procedural</title>
		<link>http://sinisterdesign.net/unpredictability-and-control-in-turn-based-combat-an-examination/comment-page-1/#comment-6530</link>
		<dc:creator>Games of Grey &#187; Hate Random, Love Procedural</dc:creator>
		<pubDate>Fri, 10 May 2013 12:34:06 +0000</pubDate>
		<guid isPermaLink="false">http://sinisterdesign.net/?p=1647#comment-6530</guid>
		<description><![CDATA[[...] Yahtzee wrote a good article on the topic earlier this year, and Craig Stern recently wrote in great length about the failings of random mechanics.  But I think it&#8217;s vital that we distinguish between [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Yahtzee wrote a good article on the topic earlier this year, and Craig Stern recently wrote in great length about the failings of random mechanics.  But I think it&#8217;s vital that we distinguish between [...]</p>
]]></content:encoded>
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		<title>By: stinky472</title>
		<link>http://sinisterdesign.net/unpredictability-and-control-in-turn-based-combat-an-examination/comment-page-1/#comment-6335</link>
		<dc:creator>stinky472</dc:creator>
		<pubDate>Tue, 26 Mar 2013 02:38:00 +0000</pubDate>
		<guid isPermaLink="false">http://sinisterdesign.net/?p=1647#comment-6335</guid>
		<description><![CDATA[I think indeterministic results are ultimately a key to adding interest in a game, but only when the variety of results is significant enough to be amusing. If it&#039;s merely hit/miss, it&#039;s like playing a card game that deals one card where the player with the highest card wins (ace being best). This gets dull pretty fast and will soon turn into a grind where players are complaining that they got dealt &#039;2s&#039; and &#039;3s&#039; 4 times in a row.

    If we turn it into a two card game, the results get a bit more interesting. If we turn it into a 2 card game with player control to be dealt more cards, split, double, etc. we get blackjack which is amusing enough on its own (at least until we find out that there is only one mathematically optimal way to play.

    If we turn it into a 2 card game with 5 community cards and massive combinational variety and player control, we get Texas Holdem which has kept players entertained for years and years, and the results can vary from a 7 high to a royal straight flush.

     Of course with RPGs, we want a good deal of determinism. If the player felt like he was completely the victim of chance, he might as well play card games. However, if the level of variation in the results is interesting enough, I think that can add a lot to the fun factor. When we aim for a character&#039;s eye in Fallout and manage to blind him,it never really gets old. When we shoot at a character&#039;s arm and cripple him and make him drop his weapon, there&#039;s a little bit of delight and excitement. If we blow his entire arm off, there&#039;s a little jump for joy each time. And however annoying it is, when that happens to one of our characters, I think that level of unpredictability keeps people playing.  Then again if it&#039;s hit/miss and our 80% hit misses 3 times in a roll, we can&#039;t help but be annoyed by the random number generator, not just because it&#039;s screwing us over, but in a really uninteresting way.]]></description>
		<content:encoded><![CDATA[<p>I think indeterministic results are ultimately a key to adding interest in a game, but only when the variety of results is significant enough to be amusing. If it&#8217;s merely hit/miss, it&#8217;s like playing a card game that deals one card where the player with the highest card wins (ace being best). This gets dull pretty fast and will soon turn into a grind where players are complaining that they got dealt &#8217;2s&#8217; and &#8217;3s&#8217; 4 times in a row.</p>
<p>    If we turn it into a two card game, the results get a bit more interesting. If we turn it into a 2 card game with player control to be dealt more cards, split, double, etc. we get blackjack which is amusing enough on its own (at least until we find out that there is only one mathematically optimal way to play.</p>
<p>    If we turn it into a 2 card game with 5 community cards and massive combinational variety and player control, we get Texas Holdem which has kept players entertained for years and years, and the results can vary from a 7 high to a royal straight flush.</p>
<p>     Of course with RPGs, we want a good deal of determinism. If the player felt like he was completely the victim of chance, he might as well play card games. However, if the level of variation in the results is interesting enough, I think that can add a lot to the fun factor. When we aim for a character&#8217;s eye in Fallout and manage to blind him,it never really gets old. When we shoot at a character&#8217;s arm and cripple him and make him drop his weapon, there&#8217;s a little bit of delight and excitement. If we blow his entire arm off, there&#8217;s a little jump for joy each time. And however annoying it is, when that happens to one of our characters, I think that level of unpredictability keeps people playing.  Then again if it&#8217;s hit/miss and our 80% hit misses 3 times in a roll, we can&#8217;t help but be annoyed by the random number generator, not just because it&#8217;s screwing us over, but in a really uninteresting way.</p>
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		<title>By: Justin Prazak</title>
		<link>http://sinisterdesign.net/unpredictability-and-control-in-turn-based-combat-an-examination/comment-page-1/#comment-6184</link>
		<dc:creator>Justin Prazak</dc:creator>
		<pubDate>Sat, 05 Jan 2013 06:19:00 +0000</pubDate>
		<guid isPermaLink="false">http://sinisterdesign.net/?p=1647#comment-6184</guid>
		<description><![CDATA[Hello,

I just want to start by saying I recently found out 
about Telepath Tactics through Kickstarter, I think it will be great 
when it&#039;s finished, and I&#039;m glad you are giving it a second go. I&#039;m also
 really glad that you are making posts like this and having this 
conversation with the TRPG community. 

Now, about the randomized results. 

The
 post is very well done and I&#039;m very glad you came over to the design 
position you have arrived at. I think the specific instances of 
randomized results you mention are great. However, I would like to make a
 small case for the intrinsic value of randomized results as a baseline 
for attack success or failure. 

I hate the game Risk because it 
is too random. I love Fire Emblem because it is regularly random 
(absolute misses and absolute hits are possible, but most attacks fall 
in the range of probabilities between). 

It would seem that aside
 from the Assasin&#039;s dodge ability attacks success is almost always a 
guarantee in Telepath Tactics. I do think it will be loads of fun, but 
was I took a bit of a pause when I initially read that about the game 
design. 

At first I thought it was simply a matter of familiarity
 (Fire Emblem, FF Tactics, Dark Wizard, Vandal Hearts, etc, etc,) all 
have regular use of randomized results in the combat engine. I kept 
thinking about your points and weighing whether I my initial reaction 
was out of apprehension of change or a legitimate merit of randomized 
results and their use in games. 

In general I don&#039;t think that 
they remove control from the gamer, they just give the gamer one more 
uncertainty to consider. They add uncertainty to outcomes, but that 
doesn&#039;t mean they are not tactical decisions or not in the player&#039;s 
control. 

The example you used with the troll is 
not bad because of randomized results, but what sounds like either bad 
game design (designing a game in which there are really good odds that 
the player will lose a character in that fight, stacked against the 
player party) or a failure on the player&#039;s part to effectively up-level 
his characters, equip them, or master their uses before they arrived at 
that fight (maybe he&#039;s using his b-squad entirely). Other possibilities 
and questions would obviously linger; why did the player move all of his
 five characters within striking range of the troll? Is it impossible to
 have avoided this scenario in the fictional example? Are they all 
injured characters or is the Troll just so strong that he can kill any 
character &quot;almost certainly&quot;  one hit? Again it seems like either bad 
game design (too powerful troll) or bad long term player choices 
(inadequate leveling decisions or positional choices) would have led to 
this circumstance. 

Conversely I lost a character to permadeath 
very recently in my copy of Path of Radiance. The character was at full 
health and being used by me to assist in accomplishing a secondary 
objective (clearing a path for another character to be used in stealing 
an item I wanted). The character in question had a very good chance of 
being hit by the enemy but only a moderately decent chance of receiving a
 critical hit and thus sustaining enough damage to be killed.  It happened though. 

It
 would have been absurd for me to feel that I wasn&#039;t in control of it 
however. I chose to put that character in that situation, while even 
though it was not the &quot;most likely&quot; outcome death was a reasonably 
likely outcome. I made the tactical choice however that the uncertain 
possibility of death to that particular character (whom was a b-squader I
 chose for a special purpose in this mission), was a tactical gamble 
that was justified by my desire to acquire a stolen item. I played a 
gamble, lost something, and gained something more. While I would have 
been more excited to pull it off without the loss, the loss makes my 
tactical choice in play feel more meaningful -there was a cost from my 
choice, which could have been to never risk anything. 

So then, 
why is that good? For starters I think it&#039;s much more realistic. Yes, I 
know you are talking about play dynamics, specifically how they make a 
game fun. For me, and many players tactical realism in a TRPG is very 
fun. Comparing TRPGs to chess loses something, I think. chess is 100% 
deterministic because it is predominantly or entirely abstract strategy.
 Yes symbolically the pieces &quot;represent&quot; knights, and kings, and 
bishops, but tactically it is pure abstraction. There is no tactical 
legitimacy as to why the queen is a super badass and the king can barely
 move, nor ever defend himself. for that matter why would a bishop ever 
only move in a zig-zag pattern or knights an L. 

The entire game 
is abstraction of strategy. It is a finite possibility of circumstances,
 built to be expressed in a format and world that doesn&#039;t even feign 
realism, and abides absolutely and unflinching to a small set of 
immutable laws and rules. All that can be gained from it in terms of 
real world strategy is principles because of the highly abstract nature:
 Plan ahead, deceive and distract, be willing to sacrifice to win, etc. 

TRPGs
 while having some abstraction (because they are a game) and some 
obvious breaks with realism (because they are usually fantasy based), 
tend much more to be an avenue for more realistic and less purely 
abstract strategy. Realistic tactical details are usually considered a 
good thing in the genre, like mounted units traveling farther, arrows 
striking from a distance, mud or swamp slowing character movement, and 
certain weapons having varied effects. While still being partly abstract
 (and unrealistic) they tend to try to represent more of the real world 
of tactical considerations through environmental factors, strength/speed
 trade offs, and well, attacking with skill and weapons instead of 
jumping over one another for the kill. 

The particular role that 
the dice (or random number generator play in this is a continuation of 
realism in tactical decision making). In my younger years I was a 
military intelligence analyst in the US Army and uncertainty of outcome,
 even when the odds are in your strategic favor, do not guarantee 
knowledge of the outcome. For me the fun in many games is tied to 
weighing differing potential outcomes, contingency plans, and what ifs. 

You
 see it in life everywhere. No matter how certain one is that boxer A is
 a better fighter than boxer B, a win by boxer A cannot be guaranteed 
beforehand(aside from match fixing). The huge array of potential 
variables (mistakes, miscalculations of lefts or rights, reacting 
slightly too slow, underestimating, etc) all persist. The roll is the 
representation to account for this. You can get odds, and in games like 
fire emblem is is possible to get a guarantee, but most fights have a 
least some degree of chance. 

That chance while being more 
realistic, also provides for added thrill when you gamble with a 
strategy and come out on top. Such as getting a high critical hit 
possibility in the right place at the right time. Conversely when things
 that have odds of going right go wrong, you are forced (as sometimes 
happens in real life strategy) to recover a bad situation that odds said
 were not likely to happen - but were in fact possible. 

This 
causes players to need to be improvisational and is another area where I
 see randomization directly benefiting the player&#039;s options of 
situational strategies innately. One reason that computers can beat 
people in chess is because it is so deterministic that computers benefit
 from being able to &quot;memorize&quot; the likelihood of various outcomes for 
every possible configuration and recall all of those outcomes 
immediately. Human minds are not as ready made for that and the greatest
 chess players on earth have vastly different neurological development 
from all that playing that optimizes them for such thinking. However, 
studies have shown that if you inject even small amounts of rule changes
 in the game great players become just like everyone else because all 
their strategy was highly specialized in the immutable rules of 
tournament play. They actually suffer greatly from having to face small 
&quot;unexpected&quot; changes.  

Improvisation is something that, unlike 
humans, computers cannot due. The best they can due is give the illusion
 of it with clever and deceptive programing. That realistic injection of
 randomized outcomes (going this way when things should have gone that 
way) gives players a way to exercise that humanly unique aspect of 
strategic decision-making, improvisation. 

&quot;Crap, that character should have been dead by now, guess I&#039;ll have to come up with a plan that changes everything.&quot;]]></description>
		<content:encoded><![CDATA[<p>Hello,</p>
<p>I just want to start by saying I recently found out<br />
about Telepath Tactics through Kickstarter, I think it will be great<br />
when it&#8217;s finished, and I&#8217;m glad you are giving it a second go. I&#8217;m also<br />
 really glad that you are making posts like this and having this<br />
conversation with the TRPG community. </p>
<p>Now, about the randomized results. </p>
<p>The<br />
 post is very well done and I&#8217;m very glad you came over to the design<br />
position you have arrived at. I think the specific instances of<br />
randomized results you mention are great. However, I would like to make a<br />
 small case for the intrinsic value of randomized results as a baseline<br />
for attack success or failure. </p>
<p>I hate the game Risk because it<br />
is too random. I love Fire Emblem because it is regularly random<br />
(absolute misses and absolute hits are possible, but most attacks fall<br />
in the range of probabilities between). </p>
<p>It would seem that aside<br />
 from the Assasin&#8217;s dodge ability attacks success is almost always a<br />
guarantee in Telepath Tactics. I do think it will be loads of fun, but<br />
was I took a bit of a pause when I initially read that about the game<br />
design. </p>
<p>At first I thought it was simply a matter of familiarity<br />
 (Fire Emblem, FF Tactics, Dark Wizard, Vandal Hearts, etc, etc,) all<br />
have regular use of randomized results in the combat engine. I kept<br />
thinking about your points and weighing whether I my initial reaction<br />
was out of apprehension of change or a legitimate merit of randomized<br />
results and their use in games. </p>
<p>In general I don&#8217;t think that<br />
they remove control from the gamer, they just give the gamer one more<br />
uncertainty to consider. They add uncertainty to outcomes, but that<br />
doesn&#8217;t mean they are not tactical decisions or not in the player&#8217;s<br />
control. </p>
<p>The example you used with the troll is<br />
not bad because of randomized results, but what sounds like either bad<br />
game design (designing a game in which there are really good odds that<br />
the player will lose a character in that fight, stacked against the<br />
player party) or a failure on the player&#8217;s part to effectively up-level<br />
his characters, equip them, or master their uses before they arrived at<br />
that fight (maybe he&#8217;s using his b-squad entirely). Other possibilities<br />
and questions would obviously linger; why did the player move all of his<br />
 five characters within striking range of the troll? Is it impossible to<br />
 have avoided this scenario in the fictional example? Are they all<br />
injured characters or is the Troll just so strong that he can kill any<br />
character &#8220;almost certainly&#8221;  one hit? Again it seems like either bad<br />
game design (too powerful troll) or bad long term player choices<br />
(inadequate leveling decisions or positional choices) would have led to<br />
this circumstance. </p>
<p>Conversely I lost a character to permadeath<br />
very recently in my copy of Path of Radiance. The character was at full<br />
health and being used by me to assist in accomplishing a secondary<br />
objective (clearing a path for another character to be used in stealing<br />
an item I wanted). The character in question had a very good chance of<br />
being hit by the enemy but only a moderately decent chance of receiving a<br />
 critical hit and thus sustaining enough damage to be killed.  It happened though. </p>
<p>It<br />
 would have been absurd for me to feel that I wasn&#8217;t in control of it<br />
however. I chose to put that character in that situation, while even<br />
though it was not the &#8220;most likely&#8221; outcome death was a reasonably<br />
likely outcome. I made the tactical choice however that the uncertain<br />
possibility of death to that particular character (whom was a b-squader I<br />
 chose for a special purpose in this mission), was a tactical gamble<br />
that was justified by my desire to acquire a stolen item. I played a<br />
gamble, lost something, and gained something more. While I would have<br />
been more excited to pull it off without the loss, the loss makes my<br />
tactical choice in play feel more meaningful -there was a cost from my<br />
choice, which could have been to never risk anything. </p>
<p>So then,<br />
why is that good? For starters I think it&#8217;s much more realistic. Yes, I<br />
know you are talking about play dynamics, specifically how they make a<br />
game fun. For me, and many players tactical realism in a TRPG is very<br />
fun. Comparing TRPGs to chess loses something, I think. chess is 100%<br />
deterministic because it is predominantly or entirely abstract strategy.<br />
 Yes symbolically the pieces &#8220;represent&#8221; knights, and kings, and<br />
bishops, but tactically it is pure abstraction. There is no tactical<br />
legitimacy as to why the queen is a super badass and the king can barely<br />
 move, nor ever defend himself. for that matter why would a bishop ever<br />
only move in a zig-zag pattern or knights an L. </p>
<p>The entire game<br />
is abstraction of strategy. It is a finite possibility of circumstances,<br />
 built to be expressed in a format and world that doesn&#8217;t even feign<br />
realism, and abides absolutely and unflinching to a small set of<br />
immutable laws and rules. All that can be gained from it in terms of<br />
real world strategy is principles because of the highly abstract nature:<br />
 Plan ahead, deceive and distract, be willing to sacrifice to win, etc. </p>
<p>TRPGs<br />
 while having some abstraction (because they are a game) and some<br />
obvious breaks with realism (because they are usually fantasy based),<br />
tend much more to be an avenue for more realistic and less purely<br />
abstract strategy. Realistic tactical details are usually considered a<br />
good thing in the genre, like mounted units traveling farther, arrows<br />
striking from a distance, mud or swamp slowing character movement, and<br />
certain weapons having varied effects. While still being partly abstract<br />
 (and unrealistic) they tend to try to represent more of the real world<br />
of tactical considerations through environmental factors, strength/speed<br />
 trade offs, and well, attacking with skill and weapons instead of<br />
jumping over one another for the kill. </p>
<p>The particular role that<br />
the dice (or random number generator play in this is a continuation of<br />
realism in tactical decision making). In my younger years I was a<br />
military intelligence analyst in the US Army and uncertainty of outcome,<br />
 even when the odds are in your strategic favor, do not guarantee<br />
knowledge of the outcome. For me the fun in many games is tied to<br />
weighing differing potential outcomes, contingency plans, and what ifs. </p>
<p>You<br />
 see it in life everywhere. No matter how certain one is that boxer A is<br />
 a better fighter than boxer B, a win by boxer A cannot be guaranteed<br />
beforehand(aside from match fixing). The huge array of potential<br />
variables (mistakes, miscalculations of lefts or rights, reacting<br />
slightly too slow, underestimating, etc) all persist. The roll is the<br />
representation to account for this. You can get odds, and in games like<br />
fire emblem is is possible to get a guarantee, but most fights have a<br />
least some degree of chance. </p>
<p>That chance while being more<br />
realistic, also provides for added thrill when you gamble with a<br />
strategy and come out on top. Such as getting a high critical hit<br />
possibility in the right place at the right time. Conversely when things<br />
 that have odds of going right go wrong, you are forced (as sometimes<br />
happens in real life strategy) to recover a bad situation that odds said<br />
 were not likely to happen &#8211; but were in fact possible. </p>
<p>This<br />
causes players to need to be improvisational and is another area where I<br />
 see randomization directly benefiting the player&#8217;s options of<br />
situational strategies innately. One reason that computers can beat<br />
people in chess is because it is so deterministic that computers benefit<br />
 from being able to &#8220;memorize&#8221; the likelihood of various outcomes for<br />
every possible configuration and recall all of those outcomes<br />
immediately. Human minds are not as ready made for that and the greatest<br />
 chess players on earth have vastly different neurological development<br />
from all that playing that optimizes them for such thinking. However,<br />
studies have shown that if you inject even small amounts of rule changes<br />
 in the game great players become just like everyone else because all<br />
their strategy was highly specialized in the immutable rules of<br />
tournament play. They actually suffer greatly from having to face small<br />
&#8220;unexpected&#8221; changes.  </p>
<p>Improvisation is something that, unlike<br />
humans, computers cannot due. The best they can due is give the illusion<br />
 of it with clever and deceptive programing. That realistic injection of<br />
 randomized outcomes (going this way when things should have gone that<br />
way) gives players a way to exercise that humanly unique aspect of<br />
strategic decision-making, improvisation. </p>
<p>&#8220;Crap, that character should have been dead by now, guess I&#8217;ll have to come up with a plan that changes everything.&#8221;</p>
]]></content:encoded>
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		<title>By: A short hiatus @ IndieRPGs.com</title>
		<link>http://sinisterdesign.net/unpredictability-and-control-in-turn-based-combat-an-examination/comment-page-1/#comment-6107</link>
		<dc:creator>A short hiatus @ IndieRPGs.com</dc:creator>
		<pubDate>Wed, 05 Dec 2012 22:42:22 +0000</pubDate>
		<guid isPermaLink="false">http://sinisterdesign.net/?p=1647#comment-6107</guid>
		<description><![CDATA[[...] Unpredictability and control in turn-based combat: an examination [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Unpredictability and control in turn-based combat: an examination [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Telepath Tactics Officially hits Kickstarter &#171; Linux Game News</title>
		<link>http://sinisterdesign.net/unpredictability-and-control-in-turn-based-combat-an-examination/comment-page-1/#comment-6039</link>
		<dc:creator>Telepath Tactics Officially hits Kickstarter &#171; Linux Game News</dc:creator>
		<pubDate>Wed, 28 Nov 2012 20:48:08 +0000</pubDate>
		<guid isPermaLink="false">http://sinisterdesign.net/?p=1647#comment-6039</guid>
		<description><![CDATA[[...] run: Telepath Tactics is the real deal. Telepath Tactics is the culmination of years of careful thought and design work. I am not messing around with this game: I am gunning to create the most elegant, [...]]]></description>
		<content:encoded><![CDATA[<p>[...] run: Telepath Tactics is the real deal. Telepath Tactics is the culmination of years of careful thought and design work. I am not messing around with this game: I am gunning to create the most elegant, [...]</p>
]]></content:encoded>
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		<title>By: Randomization in PVE? &#171; Sojourners Walk</title>
		<link>http://sinisterdesign.net/unpredictability-and-control-in-turn-based-combat-an-examination/comment-page-1/#comment-5867</link>
		<dc:creator>Randomization in PVE? &#171; Sojourners Walk</dc:creator>
		<pubDate>Mon, 19 Nov 2012 06:43:43 +0000</pubDate>
		<guid isPermaLink="false">http://sinisterdesign.net/?p=1647#comment-5867</guid>
		<description><![CDATA[[...] As Craig Stern says, the solution is not making the result of button presses unpredictable, but to make the opponent unpredictable, or the starting situation. That is why card games work: The cards you draw are random, but what you can do with them is not. And in a MMORPG the monsters could be made more unpredictable as well. Why do people need to know in advance what the boss mob is going to do after X minutes to beat him? [...]]]></description>
		<content:encoded><![CDATA[<p>[...] As Craig Stern says, the solution is not making the result of button presses unpredictable, but to make the opponent unpredictable, or the starting situation. That is why card games work: The cards you draw are random, but what you can do with them is not. And in a MMORPG the monsters could be made more unpredictable as well. Why do people need to know in advance what the boss mob is going to do after X minutes to beat him? [...]</p>
]]></content:encoded>
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		<title>By: Good randomness, bad randomness &#171; No Time To Play</title>
		<link>http://sinisterdesign.net/unpredictability-and-control-in-turn-based-combat-an-examination/comment-page-1/#comment-5866</link>
		<dc:creator>Good randomness, bad randomness &#171; No Time To Play</dc:creator>
		<pubDate>Mon, 19 Nov 2012 06:42:17 +0000</pubDate>
		<guid isPermaLink="false">http://sinisterdesign.net/?p=1647#comment-5866</guid>
		<description><![CDATA[[...] issues as I did, and mostly drawing the same conclusions. But while Craig Stern of Sinister Design writes about board games and what we can learn from them, Jay &#8220;Rampant Coyote&#8221; Barnson plays devil&#8217;s [...]]]></description>
		<content:encoded><![CDATA[<p>[...] issues as I did, and mostly drawing the same conclusions. But while Craig Stern of Sinister Design writes about board games and what we can learn from them, Jay &#8220;Rampant Coyote&#8221; Barnson plays devil&#8217;s [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Random in Boss fights? &#124; TyphoonAndrew&#039;s &#8211; Eye of the Storm</title>
		<link>http://sinisterdesign.net/unpredictability-and-control-in-turn-based-combat-an-examination/comment-page-1/#comment-5860</link>
		<dc:creator>Random in Boss fights? &#124; TyphoonAndrew&#039;s &#8211; Eye of the Storm</dc:creator>
		<pubDate>Mon, 19 Nov 2012 03:03:59 +0000</pubDate>
		<guid isPermaLink="false">http://sinisterdesign.net/?p=1647#comment-5860</guid>
		<description><![CDATA[[...] Craig Stern says, the solution is not making the result of button presses unpredictable, but to make the opponent [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Craig Stern says, the solution is not making the result of button presses unpredictable, but to make the opponent [...]</p>
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		<title>By: Lenny</title>
		<link>http://sinisterdesign.net/unpredictability-and-control-in-turn-based-combat-an-examination/comment-page-1/#comment-5828</link>
		<dc:creator>Lenny</dc:creator>
		<pubDate>Fri, 16 Nov 2012 23:59:00 +0000</pubDate>
		<guid isPermaLink="false">http://sinisterdesign.net/?p=1647#comment-5828</guid>
		<description><![CDATA[I identify two types of randomization in games: 

1) &quot;Vertical&quot; randomness, where the result of the randomness determines whether the outcome is good or bad and to what degree (eg, dodge chance, chance to hit, variable damage). 

2)&quot;Horizontal&quot; randomness, where the result of the randomness determines which of a selection of equally &quot;good&quot; or &quot;bad&quot; options is selected. Eg, A character in an RPG gives you a random magic item as a reward. The result is always &quot;good&quot; and to approximately the same degree, but the random factor introduces variety; there are many possible items with different properties you could receive. Random enemies, random loot (although that tends to use vertical randomness as well), procedurally generated content in general are all random factors which increase variety and possibility space while not arbitrarily giving good or bad outcomes to the player. 

So my principle would be to always aim for horizontal randomization to increase possibility space and minimize vertical randomization for the reasons described in the article.]]></description>
		<content:encoded><![CDATA[<p>I identify two types of randomization in games: </p>
<p>1) &#8220;Vertical&#8221; randomness, where the result of the randomness determines whether the outcome is good or bad and to what degree (eg, dodge chance, chance to hit, variable damage). </p>
<p>2)&#8221;Horizontal&#8221; randomness, where the result of the randomness determines which of a selection of equally &#8220;good&#8221; or &#8220;bad&#8221; options is selected. Eg, A character in an RPG gives you a random magic item as a reward. The result is always &#8220;good&#8221; and to approximately the same degree, but the random factor introduces variety; there are many possible items with different properties you could receive. Random enemies, random loot (although that tends to use vertical randomness as well), procedurally generated content in general are all random factors which increase variety and possibility space while not arbitrarily giving good or bad outcomes to the player. </p>
<p>So my principle would be to always aim for horizontal randomization to increase possibility space and minimize vertical randomization for the reasons described in the article.</p>
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		<title>By: Old release: The Battle for Wesnoth @ IndieRPGs.com</title>
		<link>http://sinisterdesign.net/unpredictability-and-control-in-turn-based-combat-an-examination/comment-page-1/#comment-5823</link>
		<dc:creator>Old release: The Battle for Wesnoth @ IndieRPGs.com</dc:creator>
		<pubDate>Fri, 16 Nov 2012 13:46:51 +0000</pubDate>
		<guid isPermaLink="false">http://sinisterdesign.net/?p=1647#comment-5823</guid>
		<description><![CDATA[[...] for yourself later today. Still, despite moments of frustration occasioned by its heavy reliance on randomized results, Wesnoth is ultimately quite [...]]]></description>
		<content:encoded><![CDATA[<p>[...] for yourself later today. Still, despite moments of frustration occasioned by its heavy reliance on randomized results, Wesnoth is ultimately quite [...]</p>
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