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Hello! It's time for the first episode of 2020 - a massive investigation into all things random. In this video I'll explore the various uses of randomness, talk about the two types of random, and explore the pitfalls of using both brands of luck.

I hope you dig it - it was a huge project with lots of research and tonnes of editing work. But I'm pleased with the result and I think it sets a really good precedent for the new year's work. Like I said in the 2019 recap, the goal for this year is to go back to basics with a succession of banging GMTK classics. 

Time to start on video number two...

Files

The Two Types of Random | Game Maker's Toolkit

From critical hits to random encounters, and from loot boxes to procedural generation, video games are stuffed to bursting with randomness. In this episode, I look at the way randomness is used in games - and why some forms are more contentious than others. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit Have Mark talk at your studio, university, or event - https://gamemakerstoolkit.tumblr.com Sources Uncapped Look-Ahead and the Information Horizon | Keith Burgun http://keithburgun.net/uncapped-look-ahead-and-the-information-horizon/ A Study in Transparency: How Board Games Matter | GDC Vault https://www.gdcvault.com/play/1020408/A-Study-in-Transparency-How GameTek Classic 183 - Input Output Randomness | Ludology https://www.dicetower.com/game-podcast/ludology/gametek-classic-183-input-output-randomness Why revealing all is the secret of Slay The Spire's success | Rock Paper Shotgun https://www.rockpapershotgun.com/2018/02/19/why-revealing-all-is-the-secret-of-slay-the-spires-success/ Crate | Spelunky Wiki https://spelunky.fandom.com/wiki/Crate Random Generator | Tetris Wiki https://tetris.fandom.com/wiki/Random_Generator Level Feeling | Spelunky Wiki https://spelunky.fandom.com/wiki/Level_Feeling/HD Plan Disruption | Etan Hoeppner https://ethanhoeppner.github.io/gamedesign/plan-disruption.html Fire Emblem True Hit | Serenes Forest https://serenesforest.net/general/true-hit/ The Psychology of Game Design (Everything You Know Is Wrong) | GDC Vault https://www.gdcvault.com/play/1012186/The-Psychology-of-Game-Design How Designers Engineer Luck Into Video Games | Nautilus http://nautil.us/issue/70/variables/how-designers-engineer-luck-into-video-games-rp Roll for your life: Making randomness transparent in Tharsis | Gamasutra https://www.gamasutra.com/view/news/263953/Roll_for_your_life_Making_randomness_transparent_in_Tharsis.php 12: Into the Breach with Justin Ma | The Spelunky Showlike http://thespelunkyshowlike.libsyn.com/12-into-the-breach-with-justin-ma Find out more Many faces of Procedural Generation: Determinism | Gamsutra https://www.gamasutra.com/blogs/FranciscoRA/20160511/272419/Many_faces_of_Procedural_Generation_Determinism_classification_system_part_3.php Why Our Brains Do Not Intuitively Grasp Probabilities | Scientific American https://www.scientificamerican.com/article/why-our-brains-do-not-intuitively-grasp-probabilities/ How classic games make smart use of random number generation | Gamasutra https://www.gamasutra.com/view/news/320213/How_classic_games_make_smart_use_of_random_number_generation.php Games shown in this episode (in order of appearance) Cuphead (2017) Enter the Gungeon (2016) Octopath Traveler (2018) Mario + Rabbids Kingdom Battle (2017) Griftlands (In Early Access) Dicey Dungeons (2019) Hearthstone (2014) The Binding of Isaac: Rebirth (2014) Darkest Dungeon (2016) Dead Cells (2018) SteamWorld Quest: Hand of Gilgamech (2019) Into the Breach (2018) Spelunky (2012) Armello (2015) Minecraft (2011) Chasm (2018) Downwell (2015) Middle-earth: Shadow of Mordor (2014) No Man's Sky (2016) Celeste (2018) Fortnite (2017) Mario Kart 8 (2014) Super Smash Bros. for Wii U (2014) Tekken 7 (2015) Super Mario Party (2018) Bloodstained: Ritual of the Night (2019) Borderlands 3 (2019) Call of Duty: WWII (2017) Valkyria Chronicles 4 (2018) Civilization V (2010) Wargroove (2019) Plants vs. Zombies (2009) XCOM: Enemy Within (2013) Chess Ultra (2017) Mark of the Ninja (2012) StarCraft II (2010) Slay the Spire (2019) Apex Legends (2019) Civilization IV (2005) XCOM 2 (2016) Overwatch (2016) FTL: Faster Than Light (2012) Card of Darkness (2019) Diablo III (2012) Tetris 99 (2019) Puyo Puyo Tetris (2017) Phoenix Point (2019) Fire Emblem: Three Houses (2019) Tharsis (2016) Music used in this episode Cuphead soundtrack - Kristofer Maddigan (https://studiomdhr.bandcamp.com/releases) Tharsis soundtrack - Half Age EP by Weval (https://atomnation.bandcamp.com/album/half-age-ep) Other credits RNGesus original artwork by Dinsdale https://twitter.com/dinsdale1978 Super Mario Party - Luigi wins by doing absolutely nothing | Nintendo Unity https://www.youtube.com/watch?v=u5IyYNI28gM Fire Emblem: Three Houses - New Game Plus Maddening Walkthrough Part 43! | MrSOAP999 https://www.youtube.com/watch?v=FRZuFK3q9Q4 Deadpool 2 © 20th Century Fox Pandemic Card Art © Z-Man Games, Matt Leacock

Comments

Qwertystop

"Colin Blocksworth"?

Anonymous

One type of output randomness that I didn't hear you comment on is found in shooters: Damage and recoil. Regardless of your skill or ability to plan, some shooters have variable damage, even random crits (like Team Fortress 2). I think this is neutral to mostly positive since you're operating too quickly to be calculating damage per bullet. However, if you get a lucky crit, or recoil into a headshot, you're generally happy. (Semi-)random recoil adds an additional element of variability that rewards more skill.

Anonymous

Watched the video this morning on my commute, really loved the explanation of the different randomness. And while watching your video, I noticed the huge amount of editing work, in transitions and such. So keep up the good work, Mark ^^