Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
A Matter of Luck
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 9, 2012
 
DICE 2012: The five keys to Rocksteady's Batman success [2]
 
What Nintendo's 2011 sales mean for Wii U, third parties [10]
 
Road to the IGF: Alexander Bruce's Antichamber
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 9, 2012
 
Nickelodeon Animation Studios
Lead Pipeline/Database Engineer
 
CCP - North America
Level Design Director
 
Disney Interactive Media Group
Software Engineer
 
Disney Interactive Media Group
Senior Software Engineer for Disney
 
LOLapps
Game Designer for Popular Social Games
 
Quantic Dream
Quality Assurance Manager
spacer
Latest Features
spacer View All spacer
 
February 9, 2012
 
arrow Principles of an Indie Game Bottom Feeder [12]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [36]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
 
arrow Postmortem: Appy Entertainment's SpellCraft School of Magic [5]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 9, 2012
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [4]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [3]
 
The Devil Is in the Details of Action RPGs - Part One: The Logistics of Loot [4]
 
Xbox LIVE Indie Games at it Again
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  A Matter of Luck
by Richard Todd [Game Design, Programming]
24 comments Share on Twitter Share on Facebook RSS
 
 
December 10, 2008 Article Start Page 1 of 4 Next
 

"I returned, and saw under the sun, that the race is not to the swift, nor the battle to the strong, neither yet bread to the wise, nor yet riches to men of understanding, nor yet favour to men of skill; but time and chance happeneth to them all."

Ecclesiastes 9:11


Introduction

Luck plays a significant part in many games. Indeed, some games, such as snakes and ladders, are entirely a matter of chance yet still manage to captivate their players.

One of the many decisions, therefore, that the designer of any game must make is whether or not to add an element of luck in the form of probability-based randomness.

Chance outcomes clearly do not always improve gameplay, but nor do they always necessarily hinder it.

In some circumstances, luck enriches the very forces that motivate players, whilst in other circumstances it does the exact opposite.

The nature of luck, however, is not always self-evident as the following well-known and enigmatic aphorism of Stanislaw Jerzy Lec illustrates.

"If a man who cannot count finds a four-leaf clover, is he lucky?"

Unkempt thoughts (1962)

Game developers are sometimes faced with similarly challenging decisions when contemplating whether to include some kind of deliberate randomness. For example, in the video game Unreal Tournament, when a player shoots at a target with the "enforcer" weapon, the projectile does not necessarily hit the point that is aimed at; a random deviation is added that scatters shots.

This introduces a degree of realism from an observer's perspective and no doubt gives beginners a fair chance against more experienced players, but it can also potentially frustrate skilled players.

Is it overall a good idea and, if not, could realism have been introduced in a better way?

Here in this article, with particular reference to computer games, we present a formalism through which designers across all genres and platforms may better understand not only the nature of luck, but also the effect that it has on gameplay and player motivation.

We show that luck is easily broken down into individual categories and that in doing so, a positive or negative effect on particular aspects of gameplay is observed.

First we investigate and classify the various types of luck that occur. Next we enumerate various qualities of gameplay such as motivation and learnability. We then relate the types of luck to their effects, good or bad, on these qualities.

The designer of a new game examines each proposed probabilistic feature and determines which types of luck it produces within the taxonomy. The influence of the proposed feature on each of the various qualities of gameplay is then readily calculated.

 
Article Start Page 1 of 4 Next
 
Comments

Dean Smith
profile image
interesting article. varied arguments.

nice punchline :)

Anthony Charles
profile image
The topic of this article is very interesting, but i'm no statistician and must admit after the 4th table i started to skip them. i'm in favor of objective analysis and quantification of seemingly vague concepts, but it was a little much in this instance.

a critical strike in WoW, and, if i recall correctly, a dodge in Diablo, are not what i would classify as luck. the randomness of these events is determined entirely by the stats of the actors involved. These stats can be manipualted by the player. over a long enough timeline the randomness (luck) is removed and the player will find himself with a solid rate of occurance. luck, by its very nature, is not alterable except by the superhero Longshot.

I believe he attempts to take this into account with the variable named "congruity", but yet he also classifies randomly generated minesweeper maps as having proper congruity. the player has no control over weather he is given a map solvable by pure deduction or one that requires guess work. similarly, he is not able to increase his odds when attempting to solve a map that requires guess work.

i guess the meaning of congruity is more in line with positive rewards for appropriate gameplay, which if it is the case doesn't make sense to me. if you're classifying an event as luck determined, then the scenarios put forth also have a mirror scenario where the player has the opposite luck based outcome. that being so, i don't know how you can attribute one type of luck as positive and another as negative. unless the scenarios are not meant to be types of luck, but rather specific instances where luck is perceived to play a roll.

Jeremy Alessi
profile image
Very interesting! Simply eyeballing the charts as a spectator didn't reveal much. The end of the article really brought it home though. My impression is that getting empirical with the charts on a case-by-case basis would be a huge eye-opener. Nice job!

Jake Romigh
profile image
I have to agree with Anthony that, while the tables are well put together, as a layman I started to be confused after a couple tables in and skipped them. More examples or another form of analysis would be helpful indeed.

I, for one, was hoping for more of a comparison of execution across game titles in this article. Perhaps we can see this in the future? I'd be very happy to read a related follow-up or extension on this article.

Jonathon Walsh
profile image
Really good read but I'm not sure I follow the conclusion of your feature evaluation. When you say, "the designers of some games (e.g. Call of Duty) have opted instead for random perturbation of the crosshairs" are you referring to the method of having crosshair symbols be further apart for less accurate guns (or when in less accurate shooting states such as running)?

You make it sound like it's a separate feature but wouldn't it instead simply be a way to make the random scatter evident luck rather than concealed which would rate more favorably on your chart. Also for proper analysis of random scatter you'd probably need to include some other factors including something relating to gun balance, which can be improved by random luck.

Louis Paquin
profile image
Todd seems to have missed the point of random scatter in shooters.

As a gameplay mechanic, the most important thing it does is to make certain weapons less effective at long range, and that very real effect completely overpowers the "attainment" that any individual shot might do.

For instance, a shotgun has extreme scatter, but nobody would complain about being "cheated" out of a well-aimed shotgun shot that targeted an enemy 500 meters away.

Jason Danforth
profile image
I believe there is so much more skill in getting a "read" on luck. We call that probability, and there is a positively huge difference. The skilled player rolls with the "bad" luck and finds a way to take advantage of the situation. The perception that luck is polar is the main problem with these discussions and associated game designs.

A great example of extreme luck paired with strategy is Culdcept. For those not familiar with the game, it plays a lot like Monopoly, but with a deck of Magic the Gathering cards. Random dice rolls and a shuffled deck add elements of randomness, but there are also many known formulas that control the rest of the game.

I have had many instances where I played a very difficult game where luck seems constantly against me, but a sound strategy pre-game and during the game could pull me out of it every time. I found that if I could stay in the game long enough, there was always a chance to let my deck building strategy show through. And all the drama was just icing on the cake.

I am a huge fan of frequently repeated random dice rolls because the distribution becomes evident to the skilled player and can figure into their strategy. It doesn't take a degree, but knowing what a normal curve is helps.

Lorenzo Wang
profile image
Great article!

One thing to consider is the balance of all forms of luck in a game. In your Call of Duty example, while it's true that reducing random scatter gives player more control, there is an exciting contrast to this when players are given weapons like shotguns and airstrikes.

To compensate for the randomness of it, they thematicize these, justifying with VFX, animations, or the shotgun idea, and this way still achieve player "attainment". Maybe the way to think about this is that there must be commeasurate pay-off with decreasing congruity and transparency.

Jeremy Alessi
profile image
His point was not to highlight tactical differences in weapons. The point he was making is that some games use a dead-on accurate reticule like Halo while others such as Call of Duty use random scatter. In the latter, even on the most accurate weapons have a probability of missing although the reticule on the intended target.

Jeremy Alessi
profile image
"reticule *is* on the intended target." We need an edit option for comments on this site.

Alex Meade
profile image
Anyone who has played a game competitively can relate to this article. Good Work!

Sean Parton
profile image
This article is pure gold. As a designer who also has a keen interest in probability, this will make for an excellent resource to return to and dissect more fully. My slight breeze through only illuminates so much.

@Vali: For the purpose of this article, "luck" can be equated to "probability-based chance" (among other things). When defining terms and discussing something this broad, you have to discard everyday meaning to things like "luck", "competitive", "balance" and so forth; otherwise you argue on semantics and completely miss the point. Sadly, this is what you've done.

Sean Parton
profile image
@Meade: Wait, that's probably the other reason why I understand what's going on in this article; I've played and analyzed games competitively. Good point.

Kevin Robertson
profile image
Great, great article. I will use the as a reference for sure.

It really got me contemplating on how luck will affect gameplay down the line. I think the next step, or more accurately a few steps down the line, would be to have an engine recognize the types of luck the player enjoys or dislikes, and when they like these types of luck. By avoiding certain things in an open-ended gameplay format, the engine could detect what to put in front of the user, and so on. But that's just wishful thinking at this point.
Going back to the core issue, games like Madden Football, which I hate with a passion, where there are probabilities all over the place, it greatly takes away from end user experience. But, it can also enhance because you can get unlikely turnovers at opportune times.

Botton line for me, luck is a huge aspect of gaming because one that takes no luck to complete, or win, leaves less replay value.

Jack Havisham
profile image
I completely agree that it's a complicated subject and pretty heavy reading, but I can't immediately see any other ways in which someone could illustrate simpler, the importance of classifying "types" of luck, in understanding the effect of luck on gameplay which (for me) is the fundamental selling point of the article.

@Velli: The example you give of a "Minesweeper Map" seems to be defined as a "Luck Mechanism" rather than an "Example" of luck and would therefore not be directly associated with Congruity which seems to be there just to classify Examples.

@Walsh: I believe by "random perturbation" he's referring to the physical crosshair movement, as seen with the sniper rifle in Call Of Duty and other games.

@Paquin: You're correct that Shotguns, and Machine guns are an obvious contradiction, however it's only because they offer a very specific additional game mechanic which can (I guess) only be achieved in that manner. The values of the said game mechanic towards the final product must be calculated on top of the tables associated with their luck mechanisms.

Stephen McDonough
profile image
I have always disliked random scatter as opposed to alternate means of affecting accuracy (e.g. 'scope sway', recoil crosshair kick, or perfect 'iron sight' aiming versus scatter hip shooting) but I have never been able to illustrate why this is quite as clearly as this article does.

Random scatter IS a bad gameplay mechanic, and better means of replicating inaccuracy exist.

I too, will use this article as a reference. Many thanks.

Blake Nicholas
profile image
You all are discussing random scatter as luck, but in the Call of Duty series try playing it on Veteran and tell me the entire game isn't luck. See cover over there? You can run for it, but depending on your luck you might not make it before you die. Sit back and shoot the enemies (player skill), and it won't do any good either because enemies keep spawning until you move up. The player is forced into relying on luck at many points throughout the game to get past various parts because they're forced to move forward while getting shot at by 4+ enemies.

Anthony Charles
profile image
@ parton: If he's going to use the word "luck" but mean something other than the definition of the word luck he should clarify himself. how is it arguing on semantics if you discard accepted definitions of words? it seems to me that sharing common language with your audience is the only way to make discourse concrete. if the author choses to redefine the english language, then he must make that clear to his audience. sadly, you have missed the point of writing and communication. it is not to confound your audience with unecessary complexities to the benefit of your own ego.

Sean Parton
profile image
@Velli: The last few paragraphs on the first page state how he splits up the definitions of "luck" for the purpose of this article, and the second and third pages define it in detail.

The English language is ridiculously convoluted, and constantly evolving. When going into extreme detail with any subject (such as the details of "luck" in game design in this case), you cannot rely on layman definitions of words.

Luke Kelly
profile image
There is another facet of luck that isn't covered in this article. It has to do with the consequences of luck-based event chains. Even if the probability of the event works itself out in the long run, chains of negative or positive luck can have a huge impact on the player, as each additional event in a luck chain is felt more strongly than the previous.

There is also a perceptual difference between events depending on how they originated. Think of the difference between playing a rock, paper, scissor game with another person rather than against a computer opponent. When playing against a person, the result of a game has a different affect on the player than a game played against a computer with the same result. I think the difference has something to do with the fact that when playing against a person the random event is the result of a choice made by each player, where as when playing against the computer the random event is purely random. The probability of winning against both the human and computer is the same, and yet there tends to be a higher notion of personal responsibility when played against a human opponent.

Shanming Loh
profile image
Very nice article.

One thing I think is interesting to consider is that the analysis for "Concealed Positives" and "Concealed Negatives" seem to point to a logical conclusion that it would be beneficial to replace such situations with a concealed non-random positive.

When people (as evidenced in players of many games of chance) consider "luck" as one of their skills, does that mean they also get a sense of "attainment" from winning purely by chance? Although of course we can still classify that as a different kind of "reward" satisfaction for this approach of analysis. Still, it would be interesting to see how attainment feelings figure in someone who considers themselves a masterful snake and ladders player.

Jack Havisham
profile image
Kelly is quite right, there seems to be another facet of luck that this article does not cover, the basis of which seems to be "quantity". How much luck examples effect different attributes of gameplay, is expected to be calculated by the reader using their own subjective judgement of the importance of the various influences. Without doing this for each proposed mechanism one cannot get an accurate idea of their values. Thankfully this is possible in "most" incidences of luck within computer games and makes the current article relatively useful in the practice of game design. I would like ideally to see a quantitative model if possible, which could assist in calculating the merits of as you say, mechanisms that have an increased effect on various attributes of gameplay as they are repeated.

Kelly also has a very good point about the way randomness may be perceived differently if it was instigated by a human or a computer opponent. I guess this change is dependent on the player knowing that he was against a computer opponent rather than another human. The only real crucial difference that I can think of is that the player would also know that the result was not down to luck, but down to the other player's actions or competence/incompetence further affecting the player's value of "attainment" as competitive nature kicks in. Against a computer it would be much more meaningless as the player would (probably) know that the event was entirely randomly generated and the only measure the player would have in the field of attainment is against his previous accomplishments. Attainment aside, I feel all other attributes remain the same in the event of randomness being instigated by a human or computer opponent.

Alex Kaka
profile image
http://community.usatourist.com/members/fake.aspx
http://community.usatourist.com/members/rolex.aspx
http://community.usatourist.com/members/breitling.aspx

David Reeves
profile image
Where is the report post button?


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.