Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The beauty of RNG heavy games for me is they make you try to plan to mitigate the effects of potential bad rolls, or try to find way to fix things that have gone wrong unexpectedly.
Typically a game without much RNG influence in how the game plays out you play it through once, maybe one day you play it through again knowing it a bit better and optimizing your route/strategy and doing a bit better, then however good it is, it is unlikely you will play it again.
A game like say FTL or SotS:TP where what challenges you face, what weapons you may have, or even what crew you can use varies from game to game, meaning you can play them dozens or even hundreds of times - losing possibly unavoidably some times, winning easily others, but facing novel challenges for many, many different playthroughs.
On the one hand but on the other they can punish you for things and in ways that you have no control over. Rogue-like games create this sort of problem where your chances of success or failure are determined less by your choices and more on random chance. In short The more a game emplys the RNG the less things like adaptation and strategy matter.
RNG creates chaos and thus undermines the understanding of cause and effect that strategy and planning require.
Fighting games aren't RNG based and they offer hours of fun Same for platformers and bullet hell games RTS games as well. TBS Strategy games too. Certainly in shooters.
True but take FTL. There will be playthroughs you simply can't win or have a chance of winning because resources are just too scarce.
Rogue Legace is a bit differen.t sinc.e the RNG ju.st. makes things harder or easier but does not determine success. FTL by contrast , their events basically have RNg built in. when you can make the same input and get two often opposing results. Then the choice itself becomes meaningless.
Se this is the balancing point. The more central RNG is to your game, the more your game becomes a slot machine where the player's inpuut and engagement is ssimply reduced to pulling the lever.
No doubt, for example I game I would consider goes too far is Chainsaw Warrior (of course it is being faithful to the original source in doing so) - it is still playable, but it feels too much like you are a passanger watching the game take place because there are so few meaningful decisions to make (taking it even further if you play by the truly original rules your equipment is even random selected rather than you picking it, so you have even less input if playing that way).
Except that isn't the decision you are making - your actual decision in such events is "should I ignore them and have nothing at risk, but gain nothing, or should I risk losing a crew member for a chance to gain some scrap/items" or "should I risk damage to the ship and being attacked and take this crew member on offer, or ignore them and take no risk". These choices aren't meaningless, but will depend on the game situation - if you are short on crew and have plentiful scrap, you probably shouldn't do the ones that put your crew at risk, and vice versa.
I think one general rule (there are only one or two exceptions I can think of) - the more RNG dependant your game is, the shorter playthroughs generally should be. This way generally the bad runs where you get a string of bad luck get put into the context of lots of other playthroughs where things go more normally.
For example, if someone rolls a high number to attack you, you can choose whether to defend, which may give you a higher chance of survival, or evade, which gives you a lower chance of survival but if you do survive can let you escape unscathed. And if you do survive with less health, you may have to worry about someone else challenging you afterwards when you have less health, and a strategy may involve deciding whether to get KO'd by one vs. another opponent, depending on who's ahead, though there's also a chance (depending on the numbers) that you might even survive both. And if you get KO'd you also get a full heal when you revive, and a possible chance to go back and and reclaim the stars you lost to someone when they KO'd you, by KOing them in return.
Basically it's a game about managing uncertainty. The strategy itself revolves around it.