Kailoto wrote:
I've seen games that play with determinism and lack of unlimited agency before (Bioshock Infinite comes to mind), but I can't think of a good example of a game that uses randomness as a motif. If it were built into the story itself, I think something like this could have wonderful potential.
I agree again with Kiloton on their whole post, but I'll pull this quote to add to.
I could imagine an Alice in Wonderland sort of VN with a high level of randomness that could work well.
Also, lots of RPGs have random mechanics like random encounters or random loot drops.
So randomness can certainly be used.
But the higher degree of randomness and there more central and impactful the randomness, the more you'd really have to make sure to maintain player motivation to continue on with the game. Can be done, I think. But it should be something that is kept in mind.
Also, I personally think it would be important to have "fair" randomness. What do I mean by that?
Well...not everything in the universe is random. There are a lot of patterns in nature. Additionally, many things are not completely random--some "random" outcomes have a higher probability of occurring than other "random" outcomes.
It is like that random encounter table in D&D. Not *any* monster can be rolled up on that table. If you are in a dessert area, there is a custom tailored "dessert encounter" table. If you are in a forest area, there is a custom tailored "forest encounter" table. So...you aren't going to randomly get a polar bear encounter in a forest. Because that breaks the suspension of disbelief.
Talking to a person...if all their responses to the things I say are random...then I'm going to think there is something wrong with that person.
If I'm charging up the beaches of Normandy and I am randomly hit with shrapnel? That is totally fine...because that is a sort of randomness that makes sense in the situation. That is "fair."
Which trailer home the tornado hits? That being random? Totally believable.
Bank robbers show up and decide to take hostages? Hm....some level of randomness is believable...but I would have a harder time believing that the bank robbers would pick a huge dangerous-looking nobody over an important-looking easier to control somebody.
So...I think it is important to keep the randomness believable as well as thematic.
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe:
http://lemmasoft.renai.us/forums/viewto ... 51&t=21978