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- Randomness in this context refers to gameplay mechanics rather than the procedurally generated elements (dungeon levels, treasure etc.)
- Roots in Dungeons and Dragons dice based combat system
- Randomness averaging out over time - does it even have an impact?
- Input vs output randomness (what you see vs the results of your actions)
- Luck vs Chance
- Too much randomness meaning that the player can’t make an informed decision
- Poker mechanics in roguelikes?
- Why do we have chance to hit mechanics in roguelike combat?
- Requiring knowledge of all the potential random outputs in a scenario
- Communicating chance and player understanding of probability
- The Monte Carlo fallacy makes it difficult to communicate chance to the “Average Joe” gamer
- Risk-reward scenarios and comparisons with Poker
- Interesting chance mechanics in board games
- Mechanics to mitigate against randomness
- AI and the predictability of foes
- Interesting 'AI in Games' Youtube channel/podcast
- Misuse of the term “Skinner Box” when referring to random game mechanics
- The unending despair of roguelikes!
Join us next time for a look at this year's new batch of Seven Day Roguelikes.