AWKWARD ZOMBIE

usually not funny
It is currently Wed Feb 04, 2026 10:32 am

All times are UTC - 5 hours




Post new topic Reply to topic  [ 85 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
Author Message
 Post subject: Re: Game Theory Discussion
PostPosted: Fri Jul 05, 2013 11:58 am 
Offline
lord shitpost
User avatar

Joined: Sat Aug 22, 2009 9:51 am
Posts: 13054
Location: C:\Mappen
a number generated by a computer can't truly be random ;)

_________________
100% Medically Accurate
Image


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Fri Jul 05, 2013 12:05 pm 
Offline
User avatar

Joined: Fri Oct 08, 2010 10:48 pm
Posts: 5526
Location: The town I live in
princess brothel wrote:
a number generated by a computer can't truly be random ;)
Yes it can. There are RNG systems set up to generate numbers from real-world input like webcams or even physical dice. It doesn't matter anyway, because most pseudorandom numbers are based on a seed that changes so frequently that you an never take advantage of their lack of true randomness.

I've got a question, does Advance Wars use a random number generator? What do you guys think about RNGs in that sort of game?
I never minded it in Fire Emblem, though I assume that's because the range of outcomes was narrow enough that it still came up as you'd expect the vast majority of the time.

_________________
Since this is garbled English, please refer to the brutal attack of confusion.


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Fri Jul 05, 2013 12:15 pm 
Offline
being a gentleman is my jojob
User avatar

Joined: Tue Apr 14, 2009 9:43 pm
Posts: 15289
YCobb wrote:
I've got a question, does Advance Wars use a random number generator? What do you guys think about RNGs in that sort of game?

Yes, all attacks are affected by luck. Some characters even have luck-based abilities (Nell, Flak, Rachel, Jugger).

_________________
Image


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Fri Jul 05, 2013 12:16 pm 
Offline
User avatar

Joined: Thu Sep 17, 2009 2:54 pm
Posts: 12656
I'm about to start XCOM EU.
I've heard the RNG in this game is a bitch.

_________________
Image


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Fri Jul 05, 2013 1:07 pm 
Offline
+4 to defense
User avatar

Joined: Mon Jan 24, 2011 10:34 am
Posts: 15027
YCobb wrote:
princess brothel wrote:
a number generated by a computer can't truly be random ;)
Yes it can. There are RNG systems set up to generate numbers from real-world input like webcams or even physical dice. It doesn't matter anyway, because most pseudorandom numbers are based on a seed that changes so frequently that you an never take advantage of their lack of true randomness.

Those aren't truly computer-generated though, and a game couldn't use a source like that for common purposes since there would be too much latency before the signal reaches the client. Also, even if the seed changes the way the seed is generated itself isn't truly random. None of this matters in practical contexts though.


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Fri Jul 05, 2013 1:12 pm 
Offline
User avatar

Joined: Fri Oct 08, 2010 10:48 pm
Posts: 5526
Location: The town I live in
Well, games could hypothetically rely in it. For example, you could get a true random number at a time when speed doesn't really matter (just query a server during the title screen, for instance) and then feed that number as a seed into subsequent generations.

It's true that it doesn't matter a lick, of course. I'm not sure why princess brothel brought it up.

_________________
Since this is garbled English, please refer to the brutal attack of confusion.


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Fri Jul 05, 2013 1:17 pm 
Offline
+4 to defense
User avatar

Joined: Mon Jan 24, 2011 10:34 am
Posts: 15027
Using the same truly random seed is worse than using a changing pseudo-random one I think, especially in terms of exploitability.
Dan de Board wrote:
I read a really good article on randomness in turn-based RPGs, mostly about the chance to miss, and how it could be effectively removed using a few under-the-hood systems. It's a pretty fascinating read.

That's a pretty awesome approach, but it does seem to show that creating a non-random system with just as much variety requires more effort.


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Fri Jul 05, 2013 1:27 pm 
Offline
User avatar

Joined: Fri Oct 08, 2010 10:48 pm
Posts: 5526
Location: The town I live in
Is it? As long as the player can't force the game to accept a specific seed, the numbers will still be impossible to predict. As long as you base the RNG on a truly random number, I'd argue that any results are still collectively random.
((I'm assuming the RNG works like the ones in programming languages, which can reuse the seed without getting the same result each time))

_________________
Since this is garbled English, please refer to the brutal attack of confusion.


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Fri Jul 05, 2013 4:11 pm 
Offline

Joined: Sun Jul 27, 2008 2:33 pm
Posts: 5647
Location: Califormania
http://www.sirlin.net/ This is a nice site with a couple of pages on game design, such as this http://www.sirlin.net/articles/slippery ... eback.html


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Fri Jul 05, 2013 4:20 pm 
Offline
being a gentleman is my jojob
User avatar

Joined: Tue Apr 14, 2009 9:43 pm
Posts: 15289
Sirlin isn't a person I particularly like but he wrote some excellent stuff on game design. His book Playing To Win is awesome.

_________________
Image


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Sat Jul 06, 2013 8:54 am 
Offline
+4 to defense
User avatar

Joined: Mon Jan 24, 2011 10:34 am
Posts: 15027
scebboaliwiw wrote:
http://www.sirlin.net/articles/slippery-slope-and-perpetual-comeback.html

I disagree that 'slippery slope' is a bad quality in games, especially competitive ones. The reason is that slippery slope allows a player to build up 'marginal advantages' that don't pay off immediately but will eventually stack up and lead to victory. This encourages more subtle and clever play. For a full explanation, please read this.

Conversely, I disagree that perpetual comeback is necessarily a good quality. To me it devalues the comeback. Comebacks in games like Starcraft and MvC do happen, and when they do they're much more exciting because the comebacking player had to really outplay or outsmart his opponent to make up for his earlier mistake or opponent's good play. Comebacks in Mario Kart aren't exciting at all because they weren't dependent on the player's skill or decisions. That's an extreme example of course, and I can see why some people would find this game element fun since it does preserve tension throughout the entire game.

On the other hand, games that 'snowball' very hard like League of Legends are less well designed imo as well because any small advantage quickly becomes game deciding. This prevents the need for many marginal advantages and instead makes the game feel too volatile which will often lead to players playing very conservatively to prevent the opposing team getting any small advantage. It also makes comebacks near impossible.


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Sat Jul 06, 2013 4:29 pm 
Offline
User avatar

Joined: Fri Oct 08, 2010 10:48 pm
Posts: 5526
Location: The town I live in
What do you guys think about balancing in single player games? I've always been pretty conflicted about it.

My two major opinions, which are a bit contradictory, are A] it should be possible to build an 'optimal' strategy and B] it should be possible to succeed by skill in most situations.

Of course, they can both work in a game, but the idea of the optimal build is weakened by making it not really matter.

I also think my views on enemy balancing are unpopular ones: I like enemies that are actively unfair, because I think it's better to have intimidating enemies. There's no tension to games if you know you can plow through an entire stage. It's why I dislike most RPG leveling systems in non-RPG games; they let you just increase damage rather than making you build skill, and you only rarely meet something you can't easily beat into submission.

_________________
Since this is garbled English, please refer to the brutal attack of confusion.


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Sat Jul 06, 2013 6:33 pm 
Offline
User avatar

Joined: Mon Aug 23, 2010 10:39 am
Posts: 1555
Location: Florida
YCobb wrote:
I also think my views on enemy balancing are unpopular ones: I like enemies that are actively unfair, because I think it's better to have intimidating enemies. There's no tension to games if you know you can plow through an entire stage. It's why I dislike most RPG leveling systems in non-RPG games; they let you just increase damage rather than making you build skill, and you only rarely meet something you can't easily beat into submission.


In singleplayer, enemies that are unfair can be very good if done right, like creepers in minecraft. But in a multiplayer game, everyone would want to play the "creeper" that can go around one shotting people.

_________________
Image


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Sat Jul 06, 2013 7:43 pm 
Offline
User avatar

Joined: Fri Oct 08, 2010 10:48 pm
Posts: 5526
Location: The town I live in
Ah, I meant for the single player distinction in the first sentence to carry through.

_________________
Since this is garbled English, please refer to the brutal attack of confusion.


Top
 Profile  
 
 Post subject: Re: Game Theory Discussion
PostPosted: Sat Jul 06, 2013 8:04 pm 
Offline

Joined: Tue Aug 14, 2012 7:48 pm
Posts: 2583
YCobb wrote:
What do you guys think about balancing in single player games? I've always been pretty conflicted about it.

My two major opinions, which are a bit contradictory, are A] it should be possible to build an 'optimal' strategy and B] it should be possible to succeed by skill in most situations.

This very much depends on genre. In stealth, strategy, certain types of RPG, etc. strategy should play a large role, and can be argued to be the main "skill" the game is centered around. Action games should require more quick-thinking. It's not an absolute thing, but something that chafes depending upon the individual instance.

Quote:
I also think my views on enemy balancing are unpopular ones: I like enemies that are actively unfair, because I think it's better to have intimidating enemies. There's no tension to games if you know you can plow through an entire stage.

Also I just wanted to say that there is a big gap between "unfair" and "legitimate challenge." An enemy can be difficult without being unfair, and an unfair challenge should be the fail state of any game development.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 85 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 43 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group