Lolita wrote:
for me randomness is more frustrating than beneficial because if removes skill from the equation completely. it's why i (and most people, really) get frustrated at game like monopoly because you're losing due to things you can't really control.
but in games that AREN'T pvp, randomness can be pretty good. games like l4d(2) thrive and need it because it would be boring and repetitive otherwise. because of the unpredictable nature of the master A.I. it creates a much better gameplay because of the need to think of different strategies
so i think randomness is good in regards to non PVP games, because in PVP games it can create a lot of tension and anger.
Well Monopoly and games like it use randomness pretty much entirely to remove skill for the equation. Monopoly is a family game that kids play with their parents often, they don't want to give the kids no chance to win, then it wouldn't be fun for them, and monopoly would be much less popular.
And as for single player games, randomness is very useful for replayability to make the enemies unpredictable, creating a unique scenario each time you play, especially in games like fire emblem.
If you want to create a competitive game, randomness should be kept to a minimum. But if you want to make something fun for people of all skill levels, randomness can be a very useful tool for that.
Also, I have a feeling I'll like this thread. I recently made a game design philosophies file, I might get some gems here to beef it up a bit. I'll make sure to contribute and try to get a discussion going if it gets slow.