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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.
Re:How Designers Engineer Luck into Video Games by minimaxir on Thursday January 12, 2017 @06:04PM (#13386981)
One of the reasons rare drops exists in RPGs is to arbitrarily extend playtime by hours.