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by jessetemp
217 days ago
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I hadn't heard of the author before this. I'll definitely read more of their stuff, but I thought the bottom line for part three was a little incomplete. > Bottom line: the more uncertainty, indeterminacy, ambiguity in your game, the more depth it will have. Sure, starting from 0%, adding uncertainty adds depth. But the player needs to maintain some influence over that uncertainty. If you crank the uncertainty up too 100% then its pure random which isn't deep or fun. I've noticed a similar more-is-better trend in a few sequels I've played, where the first game had say 5 mechanics which were fun. Then the sequel has 10 mechanics, and because 10 is more than 5 it therefore must be more fun. But it ends up being too much shit to juggle and less fun as a result. More isn't always better |
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In that sense of the word, it's not only about random things, but also things like "will I click at just the right time to head-shot that enemy?" or "I will checkmate the next turn unless my opponent thinks of some clever move that I don't?"). And the theory is that once you run out of uncertain things there is no more a game, as the player know how it will end and there is nothing more that can fail or anything unexpected that can happen. Basically like reading the end of a book you have already read before, so you know exactly what will happen.
And depth from a game design pov is also not necessarily strictly positive. Make the game too deep and there is, as you say, pure random. You could keep adding rules to chess to make it 100% impossible for any human to remotely guess what kind of move to make, and that's when you added so much uncertainty that it became too deep.