discussion
scrum: review of last week's learning journal - finetuning definition of MDA and the level of analysis recommended
intro to brief 4
randomness
what is probability - snakes & ladders vs chess
what is chaos - e.g. drawing an ace from a deck of cards is random, but having rules on how drawing an ace helps you win is chaos
"Chaos can be controlled and manipulated in some way. Encourages skill. Deterministic" - the ability to influence our state within the game
discussing chaos v randomness in games - XCOM, Hearthstone, Monopoly, Spelunky, poker (all chaos)
Genre, MDA and Randomness
in groups, we chose and analyzed a game according to genre, MDA and randomness- Stellaris (strategy, ... , random spawn but chaos because you choose how you manage resources and interaction e.g going to war with other empires or teaming up)
7. Input and Output Randomness
procedurally generated worlds are input e.g. Minecraft
chance of critical hit after attack initiated
8. Emergent Gameplay occurs when the chaotic nature of a game creates a unique gameplay experience
9. Interesting point: in a game of drawing something specific from a number of others (e.g. aces from a deck of cards), it is always beneficial to go last because the odds are better - 4/52; 4/51; 4/50 etc.
[Pre-class video]
What do I want to learn/think about going forward? [referencing]
how prevalent is randomness in games? chaos?
which types of games tend toward one or the other - which genres use randomness the most, and which ones use chaos
is chaos better than true randomness?
NOTES:
all trimester to work on Brief 4 - research assignment on math behind particular mechanic - Individual assessment
e.g. research the physics behind projectile weaponry/guns; drop chance/probability; level up systems
take a mechanic example from any game, and then go "if I were to put this in a game of my own, how would it work?"
less about the game it was taken from, more about how the specific mechanic works
IDEA: probability determined by proximity
XCOM hit chance calculation:
aim (unit stat + modifiers) - defence (unit stat + modifiers)
= total (minimum 1% chance) + range modifier
= final chance calculation
Random Number Generators (RNG's) are essentially dice rolls of a number of x and y
e.g. rolling two 6-sided dice is running two RNGs of 1-6 and adding values