To explore chance in games I was asked to read chapters 5&6 from "Challenges For Game Designers" by Brenda Braithewaite and Ian Schreiber.
Delaying or preventing solvability
Games become solvable once all the possibilities in the game
are shown to the player to make the game able to be figured out completely by
just looking at it, when nothing is hidden a game is solvable. Tic-tac-toe is
an easily solvable game due to the lack of possibility and options to the
player and so the game will play out similarly each time resulting in many tied
games.
A game such as Chess or Checkers are solvable games since
everything on the board is visible to the player. Since there are so many more
options open to each player it remains entertaining due to replay value through
the large field of possibilities allowing each game to play out in a different
way.
Competitive for all players
Games such as chess and checkers are unsuitable for casual
play due to the huge skill gaps between each player. For high intensity and
dynamic competitive play this is perfect as it's easy for the player to see why
they lost and how they can improve for the next game, adjusting their strategy
accordingly. For casual play however, players will often choose to play a game
driven less by competition by skill and more by randomness which would allow
for children and less skilled gamers an equal chance in winning giving everyone
an enjoyable game experience.
Increasing Variety
Variety in games can be increased by adding random elements,
games with no random elements always start the same way and exposes players to
similar situations each time the game is played.
Players must cope with a wide variety of situations once
random elements are introduced such as in the random setup of 'Settlers of
Catan'. Random battles in Risk force players to change their strategies
depending on the outcome of the battle thus forcing players to make new
strategic decisions and adding variety. Variety increases the replay value of a
game.
Dramatic Moments
Dramatic tension is easily created by using the outcome of a
random dice roll to determine an important part of the game. The more at risk
over the roll the more tense the moment will feel and the more excited or
anxious the player might become.
Enhancing decision making
Decisions in games are far more interesting when there are
more options available for the player to choose from and those decisions all
have very clear outcomes. Random decisions and obvious decisions aren't very
fun for the player as it denies them a lack of control over the game and gives
them a feeling of the game playing itself out.
Mechanics of
Chance
Dice
When you add a dice mechanic into a game you're always going
to be adding randomness. 1 dice is the most random you can get as the chance of
a player rolling any number from 1-6 is equal. Once you add a 2nd dice there
becomes more of a chance of rolling numbers towards the middle of the dice roll
and less chance of rolling numbers at each extreme. This is due to a 7 being able
to be made by 1+6, 2+5, 3+4, 4+3, 5+2 and 6+1 whereas a 2 is only obtainable by
1+1 and you can only roll a 12 with 6+6. Similarly the more faces on the dice,
the more random it becomes.
Cards
Cards are great for adding randomness to a game. They can be
shuffled, randomizing their order and then dealt out to be used as the game
instructs. Cards can be used in many ways, a standard deck of 52 cards is used
in many ways and unlike a dice is a finite resource. You can roll a dice
infinite times although cards run out which can make a great ticking clock
mechanic.
Cards can be used in other games without using the standard
deck of 52. Cluedo uses cards as a way of exchanging information between
players. Monopoly uses cards as a way of managing properties. Chance and Community
chest cards act as random elements within Monopoly to add dramatic moments.
Pseudo-Random number generators
Pseudo-random number generators are complex algorithms used
to create a close enough random number for games purposes on a computer.
Hidden Information
RTS games often implement a 'fog of war' mechanic to conceal
information from players, this makes the hidden information random for the
player but not for the opponent. When playing against a human opponent this
adds to the games enjoyment in my opinion as it adds strategy. Players must
know all the possibilities which may come out of the 'fog of war' in order to
defeat their opponent. A 'fog of war' mechanic gives players incentive to find
out what the opponent is doing and forces action as there is never certainty
that you will be safe until you know what if going on within the game.
Completely Random Games
There are two main types of completely random games.
Childrens games which are designed for the game to play itself such as 'Snakes
and Ladders' and gambling games. Although not all children or gambling games
such as 'Roulette' or 'Craps' are completely luck based there is a high chance
that if you find a 100% luck driven game it will be one of the two.