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QuantumNomad_yesterday at 9:48 PM3 repliesview on HN

Game developers sometimes make the “randomness” favor the player, because of how we perceive randomness and chance.

For example in Sid Meier’s Memoir, this is mentioned.

Quoting from a review of said book:

> People hate randomness: To placate people's busted sense of randomness and overdeveloped sense of fairness, Civ Revolutions had to implement some interesting decisions: any 3:1 battle in favor of human became a guaranteed win. Too many randomly bad outcomes in a row were mitigated.

https://smus.com/books/sid-meiers-memoir/

Some threads on randomness and perceived fairness in video games can be found here on HN too, for example https://news.ycombinator.com/item?id=19399044

The original link being discussed in that thread is 404 now, but archived copies of the original link exist such as for example https://archive.is/8eVqt


Replies

renewiltordtoday at 4:08 AM

Games like Battle for Wesnoth which have it implemented right, you’ll look at a 90-10 scenario with 2 attacks and end up with the 1% scenario. Enough to make a man rage. I have degrees in Mathematics, I am aware of statistics, and all that. And yet when I played that game I would still have an instant “wait what, that’s super unlikely” before I had to mentally control for the fact that so many battles happen in a single map.

Was good because it identified a personal mental flaw.

bsimpsontoday at 1:22 AM

Dispatch too. If your odds are above a certain threshold, the mission is a gimme.

addandsubtractyesterday at 11:30 PM

I think XCOM does this as well.