Re:How Designers Engineer Luck into Video Games
by xamuel on Thursday January 12, 2017 @07:35PM
(#13387486)
Too-simple RNGs can qualitatively change games. Example: In Final Fantasy 3 (SNES), a certain item was supposed to be obtainable, but it required RNG sequences that never occur.
Re:How Designers Engineer Luck into Video Games
by minimaxir on Thursday January 12, 2017 @10:13PM
(#13388125)
Incidentially it still happens in modern MMOs when the developers forget to put items in a boss loot table. (Can't black-box QA a 1/1000 drop!)
Re:How Designers Engineer Luck into Video Games
by obstinate on Friday January 13, 2017 @02:47AM
(#13389138)
Makes you wonder if something like Estamel's Modified Adaptive Invulnerability Field is rare because the loot tables are broken. (This is an Eve online item that is rarely seen. Only two ships have ever died with one equipped at least as of a year ago. Its rarity is such that it's worth 24B ISK -- or the equivalent of $2,000 in ingame currency.)
Re:How Designers Engineer Luck into Video Games
by ralfd on Friday January 13, 2017 @07:59AM
(#13390447)
Maybe the ships don't die with it as they are invulnerable?
Re:How Designers Engineer Luck into Video Games
by im3w1l on Thursday January 12, 2017 @10:45PM
(#13388255)
If 3rd parties can build bots, then they should be able to too :P
Re:How Designers Engineer Luck into Video Games
by pbhjpbhj on Friday January 13, 2017 @07:43AM
(#13390364)
Surely a unit test of the code would find such an error?
Re:How Designers Engineer Luck into Video Games
by shados on Thursday January 12, 2017 @05:36PM
(#13386809)
Ive never quite understood that stuff. Monster Hunter, Fire Emblem, etc, all have seeded RNGs. In some cases, with fixed tables to make it even worse so that grinding for something for months will never get you what you want without restarting in some cases.
Are those devices really unable of anything better?
Re:How Designers Engineer Luck into Video Games
by khedoros1 on Thursday January 12, 2017 @07:31PM
(#13387458)
If the hardware doesn't have a clock that keeps track of the current time, the game could still re-seed based on the timing of player actions, because there's a certain amount of unpredictability there (at least, more than "seed with 0, only iterate on easily-controlled player actions"). It could do something like iterate the RNG every frame that the player doesn't move.
Most of thoses require faster-than-human actions, though. But some RNGs are even simpler: in the GBA RPG Golden Sun, the RNG is seeded only when the system is turned on, so you can engineer any rare drop just by following an action script. (I wrote a blog post about this specific instance awhile ago: http://minimaxir.com/2013/05/guaranteed-to-be-random/ )