Spuzzum wrote:
That's just the thing, though -- tactics are by their nature techniques which must be invented in each individual situation, not techniques which must be applied to each individual situation.
Yeah situations may change but when you develop a tactic you use past experience to try and determine the best method to solve a situation. If something you did worked out exceptionally well before and now it fails miserably with little to no indication why the player is just going to be confused. The same can happen if an effective techinique fails to bad luck. This can make it really hard to tell what is and isn't effective because of random luck. Luck in real events will make it hard to determine what's effective or not, but the luck in the realistic case isn't from random numbers it's just from too many variables to keep track of. Abstracting the millions on variables into a few using random numbers is unrealistic and therefore it isn't the best way to simulate this since it can generate very unbelievable situations which would work much differently in reality. Removing the random element from game mechanics and using a simple model is just as unrealistic but for gameplay reasons will make winning the game a matter of developing effective tactics/stratagy instead of doing the same thing over and over again reloading when you fail.
Someone can't win a war just by reading Sun Tzu's Art of War and being able to shoot a gun or swing a sword -- you need to be able to adapt to situations as they're presented. The tactic of throwing one enemy into another to bowl both off the edge of a cliff will not usually work twice.
If you are more experianced with a weapon than your opponent, have a larger knowlege of tactics, and past experience. You have little chance if any of failure except in extreme situations.
But as I noted in the real world success isn't determined by random numbers, just a large number of variables that you can't keep track of but if you're smart you'll know all the important ones. When you fail it isn't because of a bad dice roll it's because of some concrete reason which you can figure out given the time. This isn't the case in a game where all these variables are encapsulated into a random number.
The real problem is that most games use hard-coded tactics, making combat just a matter of learning one tactic to forever be capable of defeating the same enemy again.
This is the case in a very poorly designed game. But if the game is designed well and in a later level the game could add in a unit which could counter previous tactics forcing the player to rethink their actions. This doesn't involved random numbers just good game design. Starcraft doesn't involve any random mechanics and has a few stratagies planned out by the designers but that doesn't mean that players can't come up with thier own more effective stratagies/tactics.
Granted, not everyone checks out every monster they meet, but if the way the game worked needed them to, and they liked the game, they'd certainly learn to do so.
Or they could just keep reloading until the random numbers favored them instead of the monster. In a deterministic game it becomes more important to figure out whats effective vs what since if they keep doing the same stupid thing they'll fail in the same stupid way over and over again.
The command interface and interactivity should always remain the same, but the actual world shouldn't be predictable (in my opinion, for this hypothetical game -- not for roguelikes) by any means.
Like I said a well designed game will present progressivly more difficult challanges by adding new game elements into the game which force the player to rethink their actions. Random numbers just make how powerful a player or enemy is a fuzzy value. That just means the player will occasionally have to work with a worse case scenario which usually isn't much different than a good sceneraio it just involves either more healing or being more careful.
For example, whenever I drive, there are a billion things that could happen. That car that I'm watching on that side road could either drive out in front of me or wait in its lane. It could obstruct my view of a pedestrian. It could even get rear-ended and sent out into the street. No amount of training can make me react better to those situations -- it's intuition and coordination.
No just one thing can happen. What outcome that is is hard to predict but it's all based on deterministic data not random rolls. The reason past experience works is because you can think up reasons for the actions that occur and work accordingly. You may not be able to predict every event but most things shouldn't be hard to predict except in extreme cases but these themselves aren't random and occur for a reason even if you don't know it.
As I noted earlier it's folly to beleive that taking a large number of factors and make them one random roll is in any way shape or form close to being realistic. You are much better off implementing a complex deterministic system, where the player might not initially be able to figure out by can figure out most things by the end of the game. But you shouldn't even worry about this from a realism stand point since that matters little in the end. Having random results will hamper tactical play since the player can win by being lucky so they'll end up just doing the same thing over and over until they're successfull.
Say you have some nasty demon guarding a powerful item. The player at his current level and under his current tactics has a 25% chance of winning. This isn't much and in any situation that the player will lose a lot by attempting the fight will probably be warded away. But in many games(single player) it's just a matter of going back to the last save point which is usually not far away especially since many games put save points next to tough fights or you're allow to save at any time. In this case even with bad luck the player may only have to try 6-7 times before winning a fight they reasonably shouldn't be able to. If you make things deterministic it becomes a matter of you can or can't win under specific tactics not how good you are at getting good random numbers. In the previous example the player would not be able to win until his character was tougher or the player found a more effective way of taking out the demon. This rewards the player for being perceptive rather than punishing them at random.
Leftley wrote:
Yeah. Like one time, I cast a death spell and it killed the target, and then I cast the death spell on another monster of the same type and it didn't work. Or one time I did 24 damage with an attack, and then the very next swing only did 9. And then the next attack against the same monster missed, which is entirely different!
Ahh the death spell. That is the perfect example. I'm assuming you're refering to the Final Fantasy variation where the spell has a small chance of finishing off the enemy. How often have you used the instant death spell in a Final Fantasy game? If you're like just about everyone else and it isn't FF6 then you probably never use it frequently if at all. You can't incorperate it into any tactic since that tactic will more than likely fail since the spell is too unpredictable to have any decent effect when you need it to have an effect. It worked so well in FF6 because you could make it predictable then it became a very effective tactic and was actually used. Same thing goes for most systems. The instant death type stuff is never effective while it's unpredictable and is only effective if the system allows you to somehow make it predictable(ie in DnD you use stuff to reduce the enemes save vs death or you only use it on monster you know to have low save vs death like low constitution monsters like mages).
Also in the Final Fantasy games only a wierd weapon would have such a high damage disparity(unless one of those hits was a critical). For just about every weapon the difference between the maximum damage of an attack and the minimum is usually about or under 5% of the maximum damage the weapon can deal. So in the end getting all minimum damage attacks wouldn't be much different than getting all maximum damage attacks. Removing this difference would have little to no effect on the gameplay whatsoever. The Final Fantasy games also all but removed the chance to miss a monster except in special cases. So except for a few status effect spells and instant death spells the combat system is very deterministic in the Final Fantasy games(well past the NES ones which usually did have high dispariaty in damage done by spells). And most the status effect spells are completly worthless since they tend to not work in battles where theyd actually be useful(ie boss ones). All the status effect spells that affect the player always work and have fixed results. This is great but the Final Fantasy games are generally bone head easy and leave little room for tactics except to make an easy fight easier.
Many people(me included) can't stand the first few levels in AD&D because the outcome of many situations is entirley random and isn't affected much by your choice unless it's to avoid them. In general fighters have a 50% chance to hit and will deal anywhere from 1 to 8 points of damage with a long sword. Combat generally is resolved just by the person with the better dice rolls. The most useful wizard spell is magic missile because it always hits making it very effective. Some spells may cause more damage when you first get them but they generally require a to-hit roll which means more thn likly they'll miss.
In Diablo 2 how many high level sorceresses do you see using lighting or chain lightning? I never see many but it's probably due to the fact that their minimum damage is always one so you may have to hit a single monster many times to kill it even if it would only take two hits at the average damage. This is annoying and can result in the death of your character which is real bad in hardcore mode. The effective sorceresses I've see use static charge followed by ice orb. Static Charage reduces the enemy health by a fixed percent and after enough uses can then be finished off with an ice orb which deals a good amount of damage even in the worst case scenario.
The most effective tactics are those which will work well and not fail most of them time. So in general good players of a certain game will tend to stick with things which will have a predictable outcome. This is NOT a design flaw. Players like to be rewarded for figuring out this type of stuff. You shouldn't punish players by making their past experience inneffective or by having them lose from streaks of bad luck. That's just frusterating not fun.
Yes, random games suffer from reload syndrome... but are deterministic games really any better on that count? I mean, sure, in a random game players will reload and try again until they get better results, but in a deterministic game players will do the exact same thing--the only difference being that they'll vary their tactics slightly. "Oh, spell A doesn't work. Reload, try spell B. Oh, spell B doesn't work. Reload, try spell C. Hey, spell C gives me an easy win."
Actually, that's not true, because players will generally vary their tactics in a random game too, and there is one other difference: in a random game, if a player keeps reloading until they get really lucky and win, then they still have to keep doing the reload thing every time they encounter a similar situation. In a deterministic game, once a player arrives at the killer tactic for a certain situation, then their success is pretty much assured in all similar situations in the future.