Luck as a Gameplay Factor

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21 comments, last by fasttrackjack 12 years ago
I use luck for skill gain. When you hit a monster, it calls back to a skill/stat function that randomly gives a gain between nothing, and 0.2, similarly with loot you have a chance at 0 items or a few, as you kill harder monsters it increments the bottom end of the roll so you get between 1-3 items from a hard monster instead of 0-2 for an easier monster.

Killing a monster and opening a grave is like opening a present as you might get a high roll or low roll of items.

This article backs up the reasoning, http://uwaterloo.academia.edu/KarenCollins/Papers/198772/_Addictive_Gameplay_What_Casual_Game_Designers_Can_Learn_from_Slot_Machine_Research._

It's titled: "

Addictive Gameplay: What Casual Game Designers Can


Learn from Slot Machine Research"

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With my experience playing pokemon(yes, it's not as bad as it sounds) as a child, and later Final Fantasy, I can say luck is generally hated by the community in PvP situations and also for random encounters. For me, I say that it's more acceptable if the randomizing damage makes littles difference and is just to make it less predictable, but having luck be a large factor is a sure fire way to make a large crowd mad. Just my two cents though.
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This seems incredibly relevant:
The pros and cons of luck in a game.
http://slashandz.blogspot.com/2012/04/game-design-101-luck.html
Game Design Articles and Indie Games!
http://slashandz.blogspot.com/

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