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	<title>Comments on: rand(Two Step)</title>
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	<link>http://www.killtenrats.com/2010/03/08/randtwo-step/</link>
	<description>a group of adventurers on an epic quest</description>
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		<title>By: rand(Loot Pinata) &#124; Kill Ten Rats</title>
		<link>http://www.killtenrats.com/2010/03/08/randtwo-step/comment-page-1/#comment-37762</link>
		<dc:creator>rand(Loot Pinata) &#124; Kill Ten Rats</dc:creator>
		<pubDate>Wed, 10 Mar 2010 15:03:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=6015#comment-37762</guid>
		<description>[...] soon as any MMO player hears the word random applied to the MMO genre, as it has been throughout random week, thoughts of the loot pinata spring to mind.  Every time a little dirt weasel falls to the [...]</description>
		<content:encoded><![CDATA[<p>[...] soon as any MMO player hears the word random applied to the MMO genre, as it has been throughout random week, thoughts of the loot pinata spring to mind.  Every time a little dirt weasel falls to the [...]</p>
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		<title>By: Vykromond</title>
		<link>http://www.killtenrats.com/2010/03/08/randtwo-step/comment-page-1/#comment-37754</link>
		<dc:creator>Vykromond</dc:creator>
		<pubDate>Wed, 10 Mar 2010 05:22:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=6015#comment-37754</guid>
		<description>If you just want mobs that act exactly like players though, why should the designers bother &#039;designing&#039; that- why shouldn&#039;t they just put you against other players? It&#039;d be easier to implement on their part, and way more diverse and challenging for you.</description>
		<content:encoded><![CDATA[<p>If you just want mobs that act exactly like players though, why should the designers bother &#8216;designing&#8217; that- why shouldn&#8217;t they just put you against other players? It&#8217;d be easier to implement on their part, and way more diverse and challenging for you.</p>
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		<title>By: Bhagpuss</title>
		<link>http://www.killtenrats.com/2010/03/08/randtwo-step/comment-page-1/#comment-37712</link>
		<dc:creator>Bhagpuss</dc:creator>
		<pubDate>Tue, 09 Mar 2010 20:15:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=6015#comment-37712</guid>
		<description>I can&#039;t stand scripted events and I don&#039;t have any desire to &quot;figure things out&quot;.

What I like is for the mobs to use approximately the same abilities available to the players in a manner analogous to how one would imagine that creature would use them.

I am absolutely not interested in any way, shape or form in competing either with NPCs with godlike abilities or matching wits against game designers.

On the other hand I would be entirely happy to have NPCs behave in a much more realistic fashion. For example, if I go through a door in a dungeon and there are 20 orcs in the room and one of them sees me, all 20 should have the immediate option to attack, except for the ones that run to fetch even more, bigger orcs. 

In my opinion, that would provide all the difficulty needed to maintain constant interest.</description>
		<content:encoded><![CDATA[<p>I can&#8217;t stand scripted events and I don&#8217;t have any desire to &#8220;figure things out&#8221;.</p>
<p>What I like is for the mobs to use approximately the same abilities available to the players in a manner analogous to how one would imagine that creature would use them.</p>
<p>I am absolutely not interested in any way, shape or form in competing either with NPCs with godlike abilities or matching wits against game designers.</p>
<p>On the other hand I would be entirely happy to have NPCs behave in a much more realistic fashion. For example, if I go through a door in a dungeon and there are 20 orcs in the room and one of them sees me, all 20 should have the immediate option to attack, except for the ones that run to fetch even more, bigger orcs. </p>
<p>In my opinion, that would provide all the difficulty needed to maintain constant interest.</p>
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		<title>By: Julian</title>
		<link>http://www.killtenrats.com/2010/03/08/randtwo-step/comment-page-1/#comment-37705</link>
		<dc:creator>Julian</dc:creator>
		<pubDate>Tue, 09 Mar 2010 16:46:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=6015#comment-37705</guid>
		<description>I think there&#039;s two parts to this. One is understanding that there are different types of randomness. Randomness you like and randomness you don&#039;t and kills you.

Randomness we like (well, some of us do, sometimes): More or less random loot tables on encounters -and yes, I know I&#039;ll get flak for this, I stand by it. Random, rare mobs appearing on long timers that you happen to come across. Random appearances of environmental effects. Random rare things you find after you tap a resource node. Things like that.

Randomness we don&#039;t like: Balls that bounce and kill you. Being on the receiving end of a nasty string of crits + healer unable to cope. Crucial weapon misses (although we rationalize this one, is still random and nasty). And so on.

The randomness we don&#039;t like is tied to the second part, which is: It&#039;s not enough to throw players into situations where randomness is present - are we giving them enough tools to deal with this randomness when it&#039;s not nice?

And I think the answer is, not all the time. When that nasty randomness overcomes the tools a player has at his disposal to deal with it, that&#039;s when it turns sour and the player rightfully feels the game dealt him an unfair hand.

To use the bouncing ball example (I don&#039;t know the encounter, but it&#039;s an example): Are players given sufficient notification in advance, however you notify them, that the ball has randomly chosen to land where they are? What happens when it does, is it damage? Insta-kill? What? What&#039;s the time frame for the player decision? Too short and he can&#039;t react, too long and the challenge is trivialized. Can the player keep functioning with his standard M.O. of actions -while- he&#039;s dealing with the randomness (ex., can they shoot/swing/heal while they&#039;re repositioning? etc.)

I think you don&#039;t see much of this nasty randomness, which, by the way, I think is necessary, because there are too many variables to consider when designing it and implementing it, and to top it off most have the potential to sour players. The solution would be to tone it down; make it easier to deal with, but keep it strictly in nasty territory. That&#039;s an act of balance in itself, but when you set the nasty threshold so high, you naturally end up with only a handful of scenarios where you can introduce nasty randomness and get away with it. That&#039;s why you don&#039;t see it much.

Keep it nasty, but tone it down, and more possibilities for it to appear open up.</description>
		<content:encoded><![CDATA[<p>I think there&#8217;s two parts to this. One is understanding that there are different types of randomness. Randomness you like and randomness you don&#8217;t and kills you.</p>
<p>Randomness we like (well, some of us do, sometimes): More or less random loot tables on encounters -and yes, I know I&#8217;ll get flak for this, I stand by it. Random, rare mobs appearing on long timers that you happen to come across. Random appearances of environmental effects. Random rare things you find after you tap a resource node. Things like that.</p>
<p>Randomness we don&#8217;t like: Balls that bounce and kill you. Being on the receiving end of a nasty string of crits + healer unable to cope. Crucial weapon misses (although we rationalize this one, is still random and nasty). And so on.</p>
<p>The randomness we don&#8217;t like is tied to the second part, which is: It&#8217;s not enough to throw players into situations where randomness is present &#8211; are we giving them enough tools to deal with this randomness when it&#8217;s not nice?</p>
<p>And I think the answer is, not all the time. When that nasty randomness overcomes the tools a player has at his disposal to deal with it, that&#8217;s when it turns sour and the player rightfully feels the game dealt him an unfair hand.</p>
<p>To use the bouncing ball example (I don&#8217;t know the encounter, but it&#8217;s an example): Are players given sufficient notification in advance, however you notify them, that the ball has randomly chosen to land where they are? What happens when it does, is it damage? Insta-kill? What? What&#8217;s the time frame for the player decision? Too short and he can&#8217;t react, too long and the challenge is trivialized. Can the player keep functioning with his standard M.O. of actions -while- he&#8217;s dealing with the randomness (ex., can they shoot/swing/heal while they&#8217;re repositioning? etc.)</p>
<p>I think you don&#8217;t see much of this nasty randomness, which, by the way, I think is necessary, because there are too many variables to consider when designing it and implementing it, and to top it off most have the potential to sour players. The solution would be to tone it down; make it easier to deal with, but keep it strictly in nasty territory. That&#8217;s an act of balance in itself, but when you set the nasty threshold so high, you naturally end up with only a handful of scenarios where you can introduce nasty randomness and get away with it. That&#8217;s why you don&#8217;t see it much.</p>
<p>Keep it nasty, but tone it down, and more possibilities for it to appear open up.</p>
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		<title>By: Nevermind</title>
		<link>http://www.killtenrats.com/2010/03/08/randtwo-step/comment-page-1/#comment-37699</link>
		<dc:creator>Nevermind</dc:creator>
		<pubDate>Tue, 09 Mar 2010 15:36:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=6015#comment-37699</guid>
		<description>&lt;blockquote&gt;Is the bouncing ball now randomly bouncing towards me? If yes, then move. If no, then don’t move.&lt;/blockquote&gt;

There&#039;s no &quot;figuring out&quot; here. This is why random bouncing ball is boring. Yes, you make decisions, but decisions do not matter if there&#039;s no doubt about them.</description>
		<content:encoded><![CDATA[<blockquote><p>Is the bouncing ball now randomly bouncing towards me? If yes, then move. If no, then don’t move.</p></blockquote>
<p>There&#8217;s no &#8220;figuring out&#8221; here. This is why random bouncing ball is boring. Yes, you make decisions, but decisions do not matter if there&#8217;s no doubt about them.</p>
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		<title>By: Ravious</title>
		<link>http://www.killtenrats.com/2010/03/08/randtwo-step/comment-page-1/#comment-37698</link>
		<dc:creator>Ravious</dc:creator>
		<pubDate>Tue, 09 Mar 2010 14:23:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=6015#comment-37698</guid>
		<description>I am not sure you understood the use of flowchart.  If you read more carefully, you will see I apply it to how a player decides on actions.  My usage of &quot;flowchart&quot; does not narrowly apply to a raid puzzle.

For example:
Is the bouncing ball now randomly bouncing towards me?  If yes, then move.  If no, then don&#039;t move.

You do seem to understand the gist of my post with your discussion on predictability.  Predictable content requires less decision-making so a players internal flowchart will be small (and arguably boring).  Unpredictable content, like PvP, requires more decision-making so a players internal flowchart will be large.</description>
		<content:encoded><![CDATA[<p>I am not sure you understood the use of flowchart.  If you read more carefully, you will see I apply it to how a player decides on actions.  My usage of &#8220;flowchart&#8221; does not narrowly apply to a raid puzzle.</p>
<p>For example:<br />
Is the bouncing ball now randomly bouncing towards me?  If yes, then move.  If no, then don&#8217;t move.</p>
<p>You do seem to understand the gist of my post with your discussion on predictability.  Predictable content requires less decision-making so a players internal flowchart will be small (and arguably boring).  Unpredictable content, like PvP, requires more decision-making so a players internal flowchart will be large.</p>
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		<title>By: Nevermind</title>
		<link>http://www.killtenrats.com/2010/03/08/randtwo-step/comment-page-1/#comment-37697</link>
		<dc:creator>Nevermind</dc:creator>
		<pubDate>Tue, 09 Mar 2010 14:06:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=6015#comment-37697</guid>
		<description>&lt;blockquote&gt;What players actually want is not “random”; what players truly want is a bigger flowchart.  In the end, every game is nothing but a flowchart of if/then statements for players to run through when deciding on an action. &lt;/blockquote&gt;

This is SOOOOOO wrong. Nobody want a flowchart. Flowcharts aren&#039;t exciting. What players want, is the excitement of figuring it (whatever &quot;it&quot; is) out. You don&#039;t figure out a flowchart, you just follow it. Similarly, you don&#039;t figure out a random bouncing ball.

Now, if the ball was not simply random, but predictable, it would be interesting... for as long as players don&#039;t learn to predict it. 

So to make raids actually more interesting, devs need to add some &lt;i&gt;random&lt;/i&gt; element that creates &lt;i&gt;predictable&lt;/i&gt; patterns, but that are (unpredactably) different every time. The first company to invent such a thing (I have no idea if this is even possible) will bring WoW to its knees.</description>
		<content:encoded><![CDATA[<blockquote><p>What players actually want is not “random”; what players truly want is a bigger flowchart.  In the end, every game is nothing but a flowchart of if/then statements for players to run through when deciding on an action. </p></blockquote>
<p>This is SOOOOOO wrong. Nobody want a flowchart. Flowcharts aren&#8217;t exciting. What players want, is the excitement of figuring it (whatever &#8220;it&#8221; is) out. You don&#8217;t figure out a flowchart, you just follow it. Similarly, you don&#8217;t figure out a random bouncing ball.</p>
<p>Now, if the ball was not simply random, but predictable, it would be interesting&#8230; for as long as players don&#8217;t learn to predict it. </p>
<p>So to make raids actually more interesting, devs need to add some <i>random</i> element that creates <i>predictable</i> patterns, but that are (unpredactably) different every time. The first company to invent such a thing (I have no idea if this is even possible) will bring WoW to its knees.</p>
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		<title>By: rand(Gamer Food) &#124; Kill Ten Rats</title>
		<link>http://www.killtenrats.com/2010/03/08/randtwo-step/comment-page-1/#comment-37696</link>
		<dc:creator>rand(Gamer Food) &#124; Kill Ten Rats</dc:creator>
		<pubDate>Tue, 09 Mar 2010 14:01:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=6015#comment-37696</guid>
		<description>[...] me in check here, for without him this would probably be Kill Ten Rats and Grill.  Well this is random week, and here is my one random topic thinly veiled as a gamer topic.  Gamer food is important for MMO [...]</description>
		<content:encoded><![CDATA[<p>[...] me in check here, for without him this would probably be Kill Ten Rats and Grill.  Well this is random week, and here is my one random topic thinly veiled as a gamer topic.  Gamer food is important for MMO [...]</p>
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		<title>By: Ravious</title>
		<link>http://www.killtenrats.com/2010/03/08/randtwo-step/comment-page-1/#comment-37692</link>
		<dc:creator>Ravious</dc:creator>
		<pubDate>Tue, 09 Mar 2010 13:01:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=6015#comment-37692</guid>
		<description>Glad I could tickle your senses. ;)

&quot;From a designers point of view, why spend time creating a masterpiece of gameplay when poop and balls keeps them subscribing?&quot;

This made my morning.</description>
		<content:encoded><![CDATA[<p>Glad I could tickle your senses. ;)</p>
<p>&#8220;From a designers point of view, why spend time creating a masterpiece of gameplay when poop and balls keeps them subscribing?&#8221;</p>
<p>This made my morning.</p>
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		<title>By: null</title>
		<link>http://www.killtenrats.com/2010/03/08/randtwo-step/comment-page-1/#comment-37682</link>
		<dc:creator>null</dc:creator>
		<pubDate>Tue, 09 Mar 2010 12:29:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/?p=6015#comment-37682</guid>
		<description>&quot;It becomes intuitive to the group as a whole for what happens to the danglee across a broad swath of variables.&quot;

I&#039;m not sure that sentence is grammatically correct, but your verbiage makes me tingle.

On topic though, randomness is just lazy design. We are talking about WoW players though, for whom collecting poop and dodging bouncing green balls constitutes pure gaming goodness. From a designers point of view, why spend time creating a masterpiece of gameplay when poop and balls keeps them subscribing?</description>
		<content:encoded><![CDATA[<p>&#8220;It becomes intuitive to the group as a whole for what happens to the danglee across a broad swath of variables.&#8221;</p>
<p>I&#8217;m not sure that sentence is grammatically correct, but your verbiage makes me tingle.</p>
<p>On topic though, randomness is just lazy design. We are talking about WoW players though, for whom collecting poop and dodging bouncing green balls constitutes pure gaming goodness. From a designers point of view, why spend time creating a masterpiece of gameplay when poop and balls keeps them subscribing?</p>
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