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(hypothetical conversation between a Game designer and me)
-What is Luck anyway? Just random chance? Well, I think fully predictable game would be completely boring. I mean this is a digital game, so why make it as obvious as Chess?
-Indeed random elements can add something to gameplay. Even Chess have something seemingly "random" as you can't perfectly predict the plays your opponent will do. But when it comes to digital games most games employ random chances affecting things like the chance to hit or miss with a sword slash or the chance to get a random reward. - I reply
-But don't Hit chances and Drop Chances feel entirely different for a player? - Insightfully points out the developer
-Yes, hit chances are related to both Probability and Immersion. The random chance adds depth to the gameplay by providing two different outcomes for attacking (hitting or missing). This makes players have to adapt dynamically (attack again or use another skill) or strategically (planning a different character or asking for someone's help). - I explain about the former
-And about Drop Chances? - asks him
-Well, drop chances have to do with Reinforcement Schedules and Character Growth. Most times we use random drops to make player repeat a specific behavior like killing monsters (or a specific monster category) or doing a stage/run. This can help to artificially prolong the game's duration (by setting overall low drop chances) but also influences a lot on the satisfaction the players experience (when they finally get that reward). - I point out about the later
-So what should I do? - Asks the designer
-Well, "stay awhile and listen" - I say as I make a reference to Diablo's quote from Deckard Cain
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