Hep, on 08 July 2012 - 04:24 AM, said:
See, "fun" is subjective. There are plenty of people who would go in the opposite direction, stating it's not fun to lose a game even though you played better. Some people equate chess to fun, after all. Competitive, on the other hand, is not subjective. By definition, the more luck is taken out of the equation, the more fair assessment of competition it can create. As I stated, the starting point is zero RNG, and then adding when it's needed. You name things that are competitive
despite the RNG, but you're not really showing things that are competitive
in part because of the RNG.
For that matter, you insinuate that getting rid of artificially added randomness would get rid of dynamic gameplay (the real goal) altogether. That's not true. There are just too many variables to squeeze it out. Not only are there random things such as starting positions on a map, the reactions of opponents (and even allies) is impossible to be assessed in real time by the human brain. Getting rid of the RNG won't get rid of randomness.
Finally, poker is an excellent example of randomness being bad. See, for poker to really show itself as a competitive game, you have to take the measurements over a decent period of time. In GW2, major luck streaks WILL cost you the game. To make the poker analogy fit, imagine if poker tournaments only had 4 hands a table, and whoever had the most money at the end of four hands would advance to the next tier. That's what you get with competitive GW2 - good and bad RNG rolls have a potential of changing the game similar to a single hand of poker, not an entire game of poker.
It's funny you bring up poker, because that was already discussed on TeamParadigm's site:
http://www.teamparad...erss-Dismissal/
It's a giant read, but it details the flaw in your poker analogy.
lol I posted that
Thought I would have a better time trying to post stuff like that on competitive forums. Guess not.
I had a hell of a time when I posted it on reddit. I am reminded once again why reddit is both theoretically and practically a godawful platform for debate.
though I should remove the FPS examples because I am nowhere near an expert on that subject.
I'm rewriting it right now so it's more accessible and not a huge blob of text.
Havoc, on 08 July 2012 - 06:41 AM, said:
RNG needs to be in competetive PvP. It adds flavor and challenge. What would any sport amount to without those two things. Anybody who is really any good can deal with it. Those who can't deal with it need to learn to play. That's really all there is to it.
We haven't nearly reached anywhere near optimum with games such as Go and Starcraft. Go, especially, is dynamic with absolutely zero RNG (other than who goes first).
This has been repeated so many, so many times now. Nobody is arguing that randomness doesn't introduce a skill element when players have to react to it. It is, however, a trivial extension of the existing skillset (as a good player really should be situationally aware); it can be replaced by good game mechanics (a la other genres, fighting games, RTSes); and it invariably introduces luck into the game due to the sheer improbability that a situation will be balanced for all outcomes (no one outcome favors a player/team more than the other).
Thus, because 1) it introduces luck, and 2) we have other ways of adding complexity to the game without introducing luck, we should thus use those other ways of adding complexity.
This has been the primary argument against luck for, like, eternity.
I have made new arguments attacking the premise of introducing RNG (that it introduces dynamism and thus introduces skilled play), by pointing out that luck devalues marginal edges gained by skill, and discourages "just keeping" marginal edges, and the existence of marginal advantage and thin edges are often what makes great games; as well as the too-seldom-repeated argument that random skills are actually more boring. These, however, are secondary to that it
simply adds luck.