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Summary
Uncertainty is a key component of every game. If a game is completely predetermined, the player's actions will not have an impact on the outcome of the game and meaningful play will be impossible.There are two levels at which uncertainty operates in a game. On the micro-level are the actual operations of chance that occur at isolated moments in the system of a game. On the macro-level are larger questions of uncertainty, which relate to the ultimate outcome of the game.
The relationship between a game decision and a game outcome can have three degrees of uncertainty. A certain outcome is completely predetermined. A risk is an outcome with a known probability of happening. An uncertain outcome is completely unknown to the player. It is rare to find a game of pure certainty, risk, or uncertainty. Most games combine some degree of risk and uncertainty.
It is possible for a game to possess a "feeling of randomness" even if no actual random mechanisms are present in the game system.This feeling can stem from strategic or social complexities that cannot be predicted in advance.
A game that has very little feeling of randomness can become too dry or competitive. A game that has too much of a feeling of randomness can become overly chaotic, leaving the players feeling powerless. There is no magic formula for how much randomness should be present in a game. In all cases, the key is to create meaningful play that takes unique advantage of the game structure.
When designing a game with chance elements, it is vitally important to understand the basic mathematics of probability and how they will impact the system you are designing.
Even games of pure chance can provide meaningful game play as long as players are given meaningful opportunities to take action within the game system.
There are many surprising ways that the operation of uncertainty can "break down" in the system of a game:
Because computer programs cannot generate true randomness, game designers should be skeptical about the random number-generating algorithms in a game.
Players can sometimes take a random component of a game and turn it into a strategic activity.
There are many commonly held fallacies about chance.
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