Friday, February 1, 2019

Are random events beyond players' control necessary for "strategy" games?


By "random event" I mean critical hits, misses, random variation in some kind of result etc. Examples of these include the accuracy mechanic in XCom; critical hits and accuracy chance in Darkest Dungeon; misses and fire/breech chance in FTL.


Something in common about these examples is that they are all games in which players have an indefinite amount of time to decide on actions. So, could it be that by adding random, RNG-based events, the game relieves the players' burden of feeling compelled to predict every possible outcome in the future? Could a game similar to the example do away with the randomness? If so, how could that change the experience?





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