random-figures

2

Imagine Lance sneaking out at night to hug Keith and cry with me.

  • me: i think ive gotten better at knowing how much to thank someone than they do something for me. i used to be really overzealous and overcompensate, but as time has gone by-
  • a stranger: hey you dropped this pen on the ground
  • me: the debt cannot be repayed *i slice my hand open and smear my lifeblood on their chest* i will die for you at your command
10

Alternate Title: 50%* of Figure Skating History in the Last Decade 

Note:
(*) conservative estimate
Red = current world records (as of May 2017)
This list is not exhaustive, many wonderful things he achieved have been left out due to lack of space and a desire to keep this post within not-too-extremely unreasonable length
This list will need to be updated in due time

youtube

Benji listens to Yoshi noises :]

“He’s falling asleep… what do I do? What do I do, what do I do…”

anonymous asked:

Why do some Turn-Based strategy games use Random Number Regenerators for things like accuracy and critical hit? Wouldn't you think that an unlucky roll at a crucial moment, or several unlucky rolls that lead to a bad situation would cause more frustration than interesting gameplay?

While this can lead to frustration, random results also swing the other way - sometimes the player gets a lucky hit or critical strike. It can have a polarizing effect, but the overall takeaway is usually a net positive for the game because of how the feature is usually handled. If it was just a random chance with no way to affect it, I would agree - it wouldn’t really add much to the gameplay aside from an uncontrollable random element that would cause some amount of frustration. But games, especially strategy games, are almost never designed this way. Instead, we design the game in a way to allow the player to mitigate the risk, and to capitalize on it as well.

In most games, designers build in means to allow the player to control the effects of randomness. It could be by giving a higher critical rate to artillery units on higher ground, lowering the chance of a critical hit landing on defenders within fortified walls, or adding specific technology research that increases the player’s unit critical hit rate, or reduces the chance of hits, damage, etc. on the player’s units. There’s also the possibility of adding gear or consumable items to adjust these numbers. By providing a basis for the player to influence the effects of the randomness, it provides a sense of strategy and depth to the player. Good players will be able to mitigate the effects of the randomness by demonstrating mastery of the system and the game. 

It’s also important to note that we designers don’t necessarily want to eliminate randomness entirely. By having the chance of something going haywire (even if it is small), it makes things interesting for the player. A victory that is completely assured usually isn’t particularly interesting or exciting to the player; a victory that’s pretty close can be much more. Players get a measurably larger dopamine rush when they get an unexpected benefit to their play, like landing a critical hit, and they also get a big rush when they manage to come from behind to take the victory. 

Ultimately, there are always the chances of the dice coming up snake eyes and losing because of randomness, and that feels lousy. However, well designed games provide avenues for players to mitigate the chance of catastrophe, while retaining and building on the positive aspects of the randomness. In doing so, the players get to improve their skills and achieve mastery of the game systems, while still reaping the benefit of lucky rolls. These overall benefits far outweigh the small percentage of the time when a player is super unlucky and manages to snatch defeat from the jaws of victory. 


Got a burning question you want answered?