Subset Games delivered FTL: Faster Than Light in 2012, and it’s a game packed with output randomness. That gives the player something to strategize against, and for sure it feels like a fairer way to handle an element as necessary to games as randomness. Input randomness is essentially information before the action: the draw of cards before a turn, or the creation of a procedurally generated map. Furthermore, a bad outcome from output randomness can, in effect, become useful input randomness for the player’s next turn. Brown observes that the best XCOM players are the ones who have strong backup plans, for when that can’t-miss flanking shot actually does. That’s partly because the blind chance, however brutal and unfair it may seem, really challenges the player’s capacity for tactical thinking - the point of XCOM. Death is random, but so is survival: Learning to love random chance in Tharsis
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |