I think most gamers have a love AND hate relationship when it comes to Random Number Generators. Â The entire MMO genre is built upon RNG and I remember the old camping structures in EQ where you could spend hours, days, or weeks waiting for a specific mob and/or specific drop. We are largely playing large Casino style games in the background, with invisible dealers. Instead of leisure suits we dress as elves and orcs and wield swords instead of cigars, and beer glasses instead of shields. (Can you tell I was in Las Vegas two weeks ago?)
The Grumpy Elf talks about his recent spat of terrible luck and I agree with him on a lot of points about WoW. When I was playing WoW I most enjoyed it because I was able to advance my character through dungeon runs and grinds, doing activities that I personally enjoyed. Bad luck and RNG is an outcome for him that is causing a lot of frustration in his goal to advance and improve his in game character.
I have spoken the random nature of our games in the past, even talking about the Star Wars PnP game and how they introduced awesome random elements:
I have always been a fan of randomization for the ‘surprise’ effect it can have. Good or bad – when exceptional things happen is when good stories happen. Nothing truly great would happen if the outcome was always measured and expected. This lead to some awesome gaming and story moments in Blood Bowl – here is the outcome of the story (click on it if you want to read the whole thing):
In that article I was against the predictability of raids in WoW where if someone dies it is gameover. That design makes only predictable outcomes fun and leaves no room for unpredictability. Move X, mash Y buttons on sequence, rinse, repeat, win. Nothing unexpected or out of the ordinary can, or will, occur.
Love it or hate it RNG is here to stay and I believe games can be better built around that fact. If the systems are built to be supportive of RNG (and not make RNG an automatic failure state) it can make for great gaming memories. At the end of it all, those memories and experiences are what keeps us all gaming to begin with, right?
Last week I was at a NHL game and decided to support a charity event by buying  50/50 tickets. When I gave over my $20 (for 20 tickets) I didn’t for one moment actually believe I would win – who actually wins those things? What I believed is that I was supporting a Children’s Hospital and that the money would go to good use.
So yeah, that is me (in the middle) and I won. When I was reading the ticket I didn’t actually believe it at first! The girl (on my left) who sold me the ticket told me that after she sold me the tickets she turned to her friend and told her that “that guy was so nice – I really hope he wins for good karma!” and on my right is David Desharnais, #51 from the Montreal Canadiens. He was a really nice guy and I’m a big fan of the team so that was a nice bonus. So thankfully my credit cards will now be gone along with some other household debt. I will treat myself a little as I need a new set of goalie pads (I still play twice a week) which will cost me a couple thousand.
My point here isn’t to gloat in my good fortune, but to instead point out that I wasn’t playing to win – I was playing to support charity. Winning was just a very lucky, very random, very unexpected side effect of participating. If you focus on why you are playing more than the outcome of playing you may just find some happy surprises along the way.
Our games used to mean much the same way when they felt more like virtual worlds instead of the achievement based experiences we are left with today, but that is for another post.
Beers for the Blogosphere!
If that were only possible =)
Hurrah! Congrats!
I think RNG only is welcome when it’s a nice bonus surprise though. For example, it’s an in-game seasonal holiday and there’s a 0.01% chance of getting a cool ghost dog mini. Most people don’t consider that necessary for any sort of progress, but it looks spiffy and is prestigious by its rarity.
If you needed something unlikely to drop for say, stat advancement, achievement advancement, for some content to unlock, or anything one feels is ‘part of the game’ and ‘eventually should have’, rather than ‘nice extra bonus’ and ‘didn’t expect to have’, then RNG becomes something infuriating if you’re on the wrong side of probability.
Another thing that I’m interested to see more of is the use of RNG for unpredictable lateral options, similar to rolling on a table to see what wandering monster encounter might occur. Moving from a ‘yes’ or ‘no’, ‘have’ or ‘don’t have’ binary scenario to something more along the lines of ‘what’s going to happen next?’
My post today talks about advancement as a primary gaming means now, and why that is bad (and that also explains a bit why RNG is bad, as you mention). I don’t want to spoil my post today so look for it as part of my response here =)
oo grats
and with rng the luck is never with me… but neither has rngesus abandoned me either. I’m that weird person in the middle that nearly always gets the averages
and while that is a nice play to be (the middle) it can be awful boring, can’t it? I’d almost rather go 3 raids without a drop and get all 3 I wanted in a single run. That would be a story to share!
Getting one expected drop a raid is meh, expected.
Congrats Isey! As a totally off topic comment, that pic makes you look tall! 😛
HAHA! I’m exactly 6′ tall. David Desharnais is a shorter pro player at only 5’6″. I promise you I am not standing on a box!