Difference between revisions of "Luck"
(→Examples) |
|||
Line 11: | Line 11: | ||
[[:Category:Gambling Games|Gambling Games]] are nearly always based upon the possibility for players to feel [[Luck]], and [[Craps]], [[Guts]], and [[Roulette]] are examples of such games. [[Blackjack]], [[Mahjong]], [[Poker]], and [[Texas Hold'em]] also hold large potential for [[Luck]] but here player skill can be noticeable over many game sessions. | [[:Category:Gambling Games|Gambling Games]] are nearly always based upon the possibility for players to feel [[Luck]], and [[Craps]], [[Guts]], and [[Roulette]] are examples of such games. [[Blackjack]], [[Mahjong]], [[Poker]], and [[Texas Hold'em]] also hold large potential for [[Luck]] but here player skill can be noticeable over many game sessions. | ||
− | By their random nature, [[:Category:Dice Games|Dice Games]] such as [[Yahtzee]] and [[:Category:Card Games|Card Games]] such as | + | By their random nature, [[:Category:Dice Games|Dice Games]] such as [[Yahtzee]] and [[:Category:Card Games|Card Games]] such as [[Dominion]] and [[Whist]] have possibilities for players to feel [[Luck]]. This inherited by games that make use of these randomizers, e.g. |
− | [[ | + | |
− | [[ | + | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
randomness in combat results or loot found | randomness in combat results or loot found | ||
Line 25: | Line 18: | ||
− | [[Memoir' 44]] | + | [[Memoir' 44]], [[Warhammer 40K]] |
− | + | ||
− | + | ||
− | [[Warhammer 40K]] | + | |
[[Axis & Allies]] | [[Axis & Allies]] |
Revision as of 11:43, 23 September 2011
The feeling that random effects are not random but favorable or unfavorable to a player.
Many events in games are in practice impossible for players to control in a predictable and repeatable fashion. However, when players feel that they can affect these events anyway, either through how they perform the actions or that their wishes regarding the outcome can affect it, the games are letting them feel Luck.
Examples
Gambling Games are nearly always based upon the possibility for players to feel Luck, and Craps, Guts, and Roulette are examples of such games. Blackjack, Mahjong, Poker, and Texas Hold'em also hold large potential for Luck but here player skill can be noticeable over many game sessions.
By their random nature, Dice Games such as Yahtzee and Card Games such as Dominion and Whist have possibilities for players to feel Luck. This inherited by games that make use of these randomizers, e.g.
randomness in combat results or loot found World of Warcraft Torchlight
Using the pattern
Luck is hard to explicitly design into games since it is subjective emotion and emergent as well. Instead, different approaches can be taken to maximize the chances for these to occur sometimes during game sessions. This is much easier, most often simply some form of Randomness is sufficient, and classical ways of providing Luck through Randomness include letting players roll Dice or giving them Card Hands. Checking against Skills (e.g. in Basic Roleplaying and Warhammer Fantasy Roleplay) or determining one's Movement and whether one will land on Location-Fixed Abilities (e.g. in Snakes & Ladders and Monopoly) are common examples on how Randomness is linked with Luck. Risk/Reward situations is also a general way of supporting Luck since players can choose what to do based on how lucky they feel, as is unknown Delayed Effects. Note that some of these solutions work towards making players feel lucky when an outcome is revealed while others work against players being able to feel lucky while the outcome is determined, regardless if they will actually feel this when the outcome is revealed.
Other, more specific, ways of supporting Luck without changing probabilities of actual success is to provide players with multiple Drawing Stacks to draw from or allowing them to choose with Dice to use. Introducing Critical Hits is a way of augmenting the possibility of Luck since how players have more than one level of possible success. Near Miss Indicators can make players feel lucky because they avoided being hit, and can realize how closely they avoided this.
Several patterns can work against players feeling Luck. Extra Chances take away the perception since unluckiness can be avoided through them. Fixed Distributions, Predictable Consequences, and Strategic Knowledge can work against it since players may know exactly what will happen or at least the exact odds for different outcomes. Avoiding these intentionally in a game can be seen as a form of trying to support players in being able to feel Luck while playing.
The alternative to trying and encourage experiences of Luck by creating possibilities for it to occur is to cheat. This can be instantiated by Game Masters which can combine this with providing Tension. A specific way of doing this is to make Feigned Die Rolls and give players the unlikely but positive outcomes. This however introduces Risk/Reward choices for the Game Masters since if players notice the cheating they will not only lose the sense of Luck but quite likely also of a Exaggerated Perception of Influence.
Narrative Aspects
One way of making players feel Luck is to inscribed fortunate events in Predetermined Story Structures, e.g. receiving an unexpected and large inheritance or winning a lottery. This is of course a fragile design solution since replaying the game will reveal this to be a deterministic event rather than a lucky one.
Consequences
Feeling Luck gives players an Exaggerated Perception of Influence in games, and this can be enough to create interesting games with No Direct Player Influence. However, Luck can also create Tension when perceived in actions with Delayed Effects since players may not be sure about their Luck. Games that make it possible for players to feel that the outcome depends on Luck have deceptive Smooth Learning Curves if not real ones.
Luck can ruin or lessen the satisfaction of Goal Achievements when it allows the goals to be achieved not by player skill but fortunate events.
Relations
Can Instantiate
Exaggerated Perception of Influence, Smooth Learning Curves
with Delayed Effects
with Game Masters
with Exaggerated Perception of Influence
Can Modulate
-
Can Be Instantiated By
Critical Hits, Delayed Effects, Drawing Stacks, Feigned Die Rolls, Game Masters, Multiplayer Games, Near Miss Indicators, Predetermined Story Structures, Randomness
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Extra Chances, Fixed Distributions, Game Mastery, Goal Achievements, Predictable Consequences, Strategic Knowledge
History
A rewrite version of the pattern Luck that was part of the original collection in the book Patterns in Game Design[1].
References
- ↑ Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.