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Most games deal with finding patterns. Sometimes designers try too hard to hide these patterns by adding some difficulty (to add fun to the game experience) but by doing this they fails to deliver what the player is looking for. This happens because when the player is unable to make a coherent analysis about the game mechanics then frustration comes into the picture.
So there is this big deal when dealing with difficulty and frustration: there's a balance that must be achieved (A game that is not difficult is not fun, but a game too difficult isn't either). I think there's a very good method used in order to balance these two and I've found it in some good games. This method's basic idea is to add some clues in order for the player to predict the future, or in other words, he's given the tools in order to find the pattern.
I find that this predicting thing goes from giving clues to small events that are going to happen (like clues to predict one opponent's next move) or things that may help you complete an objective (to know where to find something or how to do something). The whole concept works like having a fortune teller next to you in case you need any help to complete the game.
Sometimes there's even a fortune teller somewhere to help you in case you're stuck, like in Zelda: A link to the past, there was a fortune teller that if you paid her she would give you advice on what to do or where to find stuff.
An example of clues on instant events would be the case of Punch Out, where the rival is constantly giving the player clues about what he is going to do. Unfortunately for Punch Out, these clues become harder to find until you reach a level where the rival fighter start doing fake clues and predicting what he is going to do becomes a question of luck.
Now, luck is another variable in the equation. Luck is something that is completely up to the game. For example in poker, luck fits very well into this game because the whole idea is for each player to be unable to know the other player's strategy so the only way to achieve this is by assigning each player's cards by luck.
It is not something frustrating since it something based on randomness and you will be able to play with good hands if you play long enough (and intelligently also, otherwise frustration would come because you lost your car). In other cases, like Punch Out, luck is highly frustrating because what you are looking for in the game is to find the enemy''s patterns and win by doing so. If you don't find the pattern you'll probably loose and it wouldn't be your fault at all.
The balance between difficulty, frustration and luck is something that is not that hard to find. As a designer you can add all the difficulty you want into the game as long as you give the player tools to break the difficulty by hinting the game's patterns.
This will give the player the advantage of learning from the game to complete it, and achieving success. Otherwise if the player doesn't learn two things could happen: he would get bored or he could finish the game but the feeling of success would be lost. A good example of a game lacking the tools to help the player is Braid. The player is forced to solve every puzzle of the game or otherwise he won't be able to advance. There's no alternative choice to this or a system of hints to help the player in case he gets stuck so if this happens it is most probable that he would stop playing out of boredom.
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I have to say, though, that I hate video games that seem to rely too much on "random" dice rolls and luck. It's just frustrating and feels like a huge waste of time. It's not "smart" and feels like it was put together in a lazy manner.
I prefer being forced to use strategy, reaction time, and (as you are advocating) having recognizable patterns to exploit.
Another way this luck variant could be successful is introducing it into the player's control. For instance, an overly easy beat'em up game like Wolverine Origins can suffer from redundant visuals (dispite having procedural damage) because one can simply use 1 or 2 combos out of the vast amounts one can do, and beat the entire game with them. Since the game doesn't punish players for not using variety, I have seen players continue to use the same moves over and over. Now lets say if wolverine has a simple punch punch punch combo, but the 3rd punch introduces a luck factor. 1/3rd of the time the 3rd punch impales the enemy. 1/3rd of the time wolverine misses and his claw sticks in the ground, and 1/3rd of the time wolverines claws just rake across the enemies chest. Now the player presses punch again and if the enemy is impaled on his claws he grabs the enemy by his neck and pulls his claws free. If his claw sticks in the ground, the enemy stumbles back dazed and looks to make sure no fingers are missing as wolverine pulls his claw out and finishes him off. If the claws raked the enemies chest the 4th punch button press simply finishes the enemy off with another slash. Although in each case a punch, punch, punch, punch combo kills the enemy just as well, the variety is enhanced, as is the entertainment value.
The last example I'd like to give is in an RPG. This actually came to my mind while watching buddies of mine play through Fallout 3 a second time (because of Bethesda bugs preventing progress of the main story). They essentially ran through all the quests they did previously with complete confidence that they would get the same results. Needless to say, results were received as expected. Now say the player approaches a NPC to launch a quest. 80% of the time the character asks him to rescue his wife who is being held by bandits in such a such place. The other 20% of the time he suggest an alternative quest which has you distract the bandits and lead them away so that the NPC can "rescue" his wife and seem like the hero. At this point you could even add another luck attribute which says that if the NPC tries to play hero there is a 50% chance that one bandit doesn't chase you and ends up killing the NPC. Once again these sort of luck attributes don't hurt the player, but add a level of richness to the experience, and change how a player is rewarded, not if he is rewarded.