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Blogs

Eric Lagel's Blog   Expert Blogs

Eric Lagel is an experienced producer whose main specialization has been on online multiplayer.

After 7 years working in the games industry, for Ubisoft on Splinter Cell, and for Crytek on Crysis, he is currently looking forward to seize new opportunities in the industry.

Expert Blogs

Randomness in games... why?  Featured Blogs
Posted by Eric Lagel on Fri, 27 Aug 2010 05:27:00 EDT in Design
Even though games tend to reproduce reality, and randomness is part of reality, why are game developers maintaining the factor chance in contemporary gaming? This rant is about asking for the reasons we keep randomness in games.
Read More... | 53 Comments

   

Eric Lagel's Comments

Comment In: GDC Online: League Of Legends Lead Producer On Being A Better Leader [News - 10/12/2011 - 01:06]

Really good article. I definitely ...

Really good article. I definitely agree with all of these points. It's always great to realize that the conclusions you come to on your side are shared with others in the industry.

Comment In: A Journey Across the Main Stream: Games for My Mother-in-Law [Feature - 09/01/2010 - 04:10]

Fantastic article. Reminds me of ...

Fantastic article. Reminds me of the day when I tried to get one friend, who actually was video-games compliant he had played Need for Speed, Warcraft 3... so not from the other side of the bank . I sat him in front of World of Warcraft opening UI, and checked ...

Comment In: Randomness in games... why? [Blog - 08/27/2010 - 05:27]

Neat point Travis. Indeed, if ...

Neat point Travis. Indeed, if you expect the outcome of a post-random draw to statistically end up positively, you certainly will much better manage the few occurrences where it actually is negative. A good example of this is critical hits, which by definition have a positive expectation for the attacking ...

Comment In: A New Word for Game [Blog - 04/21/2009 - 12:38]

I agree that the asked ...

I agree that the asked question is worth trying to find an answer to. What I believe though, is that we still are packaging in the same box experiences like a strong single-player campaign, that is more of an interactive, story-telling experience, with some pieces of challenge/rewards in it and ...

Comment In: Analysis: Defense of the Ancients - An Underground Revolution [News - 06/12/2008 - 11:18]

I would say DotA is ...

I would say DotA is definitely more complex than chess, but it has, indeed, infinite replayability. It would also be fair to remind that any multiplayer game has infinite replayability by nature, but this one is indeed still enjoyable 5 years still after the first time I tried it. As ...

Comment In: In-Depth: Valve On Team Fortress 2 - Devs As Service Providers [News - 06/05/2008 - 06:20]

Very good article. It definitely ...

Very good article. It definitely sums up everything that I think about online multiplayer games. Understanding that we are delivering a service more than a product is key.

   

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