<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-3352155589322140093.post5574480875352684943..comments</id><updated>2010-01-05T18:56:16.962-05:00</updated><category term='cyanide&apos;s blood bowl'/><category term='rpgs'/><category term='league of legends'/><category term='combat'/><category term='jade dynasty'/><category term='global agenda'/><category term='news'/><category term='mmorpg genre progression'/><category term='dark age of camelot'/><category term='metaphor'/><category term='death'/><category term='community'/><category term='everquest'/><category term='mechanic assessment'/><category term='privacy'/><category term='wow'/><category term='loot'/><category term='prizes'/><category term='train'/><category term='survival'/><category term='business of MMOs'/><category term='travel'/><category term='Terrible Idea'/><category term='dr twixt'/><category term='guilds'/><category term='resources'/><category term='player as hero'/><category term='character progression'/><category term='guild wars'/><category term='Brenda Brathwaite'/><category term='fighting genre'/><category term='mmorpg revolution'/><category term='GNS Theory'/><category term='dynamic world'/><category term='skill-based systems'/><category term='leveling'/><category term='team fortress 2'/><category term='dota'/><category term='facebook'/><category term='story'/><category term='pay-to-play'/><category term='procedurally generated content'/><category term='choice'/><category term='emergent gameplay'/><category term='game concept'/><category term='information'/><category term='dungeons and dragons'/><category term='camping'/><category term='grinding'/><category term='solo play'/><category term='emotional games'/><category term='ted'/><category term='philosophy'/><category term='permadeath'/><category term='blizzard'/><category term='gui'/><category term='minimalism'/><category term='beta'/><category term='lord of the rings online'/><category term='rationality'/><category term='losing'/><category term='game design'/><category term='world of warcraft'/><category term='opinion'/><category term='innovation'/><category term='fps'/><category term='blood bowl'/><category term='local scope'/><category term='game mechanics'/><category term='Dwarf Fortress'/><category term='ambiguous rules'/><category term='raiding'/><category term='mobas'/><category term='sandbox'/><category term='ffxi'/><category term='tabletop games'/><category term='free-to-play'/><category term='role-playing'/><category term='ff14'/><category term='crafting'/><category term='hybridization'/><category term='eve'/><category term='game reviews'/><category term='pvp'/><category term='mmo revolution'/><category term='social networking'/><category term='brainstorming'/><category term='mmorpgs'/><category term='balancing'/><category term='swtor'/><category term='concentration points'/><category term='darkfall'/><category term='aion'/><category term='player motivation'/><category term='happiness'/><category term='class-based systems'/><category term='group play'/><category term='game layers'/><category term='team play'/><category term='quests'/><category term='call of duty 4'/><category term='city of heroes'/><category term='time sinks'/><category term='luminary'/><category term='gdc'/><category term='diablo'/><category term='play'/><category term='chance'/><category term='iPad'/><category term='world pvp'/><category term='rambling'/><category term='vanguard'/><title type='text'>Comments on That's a Terrible Idea: Perceived Randomness: A Guide to Chance in Games</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://www.thatsaterribleidea.com/feeds/5574480875352684943/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html'/><author><name>motstandet</name><uri>http://www.blogger.com/profile/06296441082624422375</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_DcR3gp5eA8o/StSkYk_sfXI/AAAAAAAAAkA/TrZrLkaT19M/S220/kid_shocked_steam.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>7</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-2147363885516514769</id><published>2010-01-05T18:56:16.962-05:00</published><updated>2010-01-05T18:56:16.962-05:00</updated><title type='text'>QM uses wave functions and probabilities because t...</title><content type='html'>QM uses wave functions and probabilities because that&amp;#39;s how we&amp;#39;ve come to describe it.  That&amp;#39;s not the same thing as understanding what is going on from an omnipotent view.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/2147363885516514769'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/2147363885516514769'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html?showComment=1262735776962#c2147363885516514769' title=''/><author><name>Tesh</name><uri>http://tishtoshtesh.wordpress.com</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5574480875352684943' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5574480875352684943' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-255439492'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-1403451647378671753</id><published>2010-01-05T11:42:59.486-05:00</published><updated>2010-01-05T11:42:59.486-05:00</updated><title type='text'>The state of a QM system is described by a wavefun...</title><content type='html'>The state of a QM system is described by a wavefunction, which outputs probabilities.&lt;br /&gt;&lt;br /&gt;It is our inability to accept indeterminism that is the problem. The classic/Newtonian physics model is very definitive when talking about large objects. The theory of the very small is bizarre to us (e.g. particles cannot have both position and velocity).</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/1403451647378671753'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/1403451647378671753'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html?showComment=1262709779486#c1403451647378671753' title=''/><author><name>motstandet</name><uri>http://www.blogger.com/profile/06296441082624422375</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_DcR3gp5eA8o/StSkYk_sfXI/AAAAAAAAAkA/TrZrLkaT19M/S220/kid_shocked_steam.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5574480875352684943' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5574480875352684943' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-100560718'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-2763468464705577700</id><published>2010-01-05T03:34:23.343-05:00</published><updated>2010-01-05T03:34:23.343-05:00</updated><title type='text'>motstandet wrote:
&lt;i&gt;If real physics includes rand...</title><content type='html'>motstandet wrote:&lt;br /&gt;&lt;i&gt;If real physics includes random values[...].&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;Is quantum physics random because it truly is random, or because we don&amp;#39;t understand it enough and therefore ascribe the behavior to randomness, as evizaer wrote?&lt;br /&gt;&lt;br /&gt;I picked that specific quote for a reason. :)  If you believe in an omnipotent creator of the universe, then you could believe that quantum physics isn&amp;#39;t random, but controlled in a way that mere mortals don&amp;#39;t understand.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/2763468464705577700'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/2763468464705577700'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html?showComment=1262680463343#c2763468464705577700' title=''/><author><name>Brian 'Psychochild' Green</name><uri>http://www.psychochild.org/</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5574480875352684943' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5574480875352684943' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-199487127'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-1372533323182601254</id><published>2010-01-04T15:21:47.312-05:00</published><updated>2010-01-04T15:21:47.312-05:00</updated><title type='text'>This is nitpicking, but Einstein was referring to ...</title><content type='html'>This is nitpicking, but Einstein was referring to the theory of Quantum Mechanics, in which the state is not deterministic. Particles are &amp;quot;probably&amp;quot; in many states; Einstein didn&amp;#39;t buy it--&amp;quot;[God] does not throw dice.&amp;quot; &lt;br /&gt;&lt;br /&gt;Quantum physics is very much a proven science; transistors would not exist without quantum mechanics.&lt;br /&gt;&lt;br /&gt;If real physics includes random values, then any model of the real world would include Random randy = new Random(); :P</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/1372533323182601254'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/1372533323182601254'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html?showComment=1262636507312#c1372533323182601254' title=''/><author><name>motstandet</name><uri>http://www.blogger.com/profile/06296441082624422375</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_DcR3gp5eA8o/StSkYk_sfXI/AAAAAAAAAkA/TrZrLkaT19M/S220/kid_shocked_steam.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5574480875352684943' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5574480875352684943' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-100560718'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-4414075428358928857</id><published>2010-01-03T05:32:40.084-05:00</published><updated>2010-01-03T05:32:40.084-05:00</updated><title type='text'>I, too, started thinking about the first section o...</title><content type='html'>I, too, started thinking about the first section of your post in terms of a game.  I think it&amp;#39;s interesting to point out where people accept a feeling of randomness in the &amp;quot;real world&amp;quot; and how that translates to what players accept in the game.&lt;br /&gt;&lt;br /&gt;One concern when translating this to games is that most of the elements we might think of as random aren&amp;#39;t.  As Einstein is paraphrased, &amp;quot;God does not throw dice.&amp;quot;  In a perfect simulation, there would be no random.  But, obviously, we do not have perfect simulations. :)  But, the design issue then becomes where you try to create a simulation and where a random result is &amp;quot;good enough&amp;quot;.&lt;br /&gt;&lt;br /&gt;I also think it&amp;#39;s interesting to see how these situations apply in a game.  When I don&amp;#39;t know the game mechanics, I might attribute something to randomness when there&amp;#39;s actually a lot more going on.  When people reverse-engineer a game mechanic, it can take a lot of the apparently random element out of it.  Of course, this can also cause problems as players make choices to exploit the system more fully.&lt;br /&gt;&lt;br /&gt;Random elements also have other important design features.  Since you only briefly touched upon the game design aspects in the last part of your post, I&amp;#39;ll wait for you to take the lead in that. :)</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/4414075428358928857'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/4414075428358928857'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html?showComment=1262514760084#c4414075428358928857' title=''/><author><name>Brian 'Psychochild' Green</name><uri>http://www.psychochild.org/</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5574480875352684943' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5574480875352684943' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-199487127'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-2102416254633973101</id><published>2010-01-02T23:55:44.492-05:00</published><updated>2010-01-02T23:55:44.492-05:00</updated><title type='text'>&amp;quot;The trouble with &amp;quot;Perceived Randomness ...</title><content type='html'>&amp;quot;The trouble with &amp;quot;Perceived Randomness as the Result of Theory-absence&amp;quot; is that the player is attempting to gain understanding of the underlying system through analysis of events presented to them.&amp;quot;&lt;br /&gt;&lt;br /&gt;In the first two sections I was actually talking about how we perceive randomness in real life, not in games.&lt;br /&gt;&lt;br /&gt;&amp;quot;I agree with your analysis of how we perceive randomness, but do not believe it should be used as an excuse for random events without cause.&amp;quot;&lt;br /&gt;&lt;br /&gt;You may have taken my analysis to be more forceful in its recommendations than it actually was. I was laying down a framework for finding out where randomness fits into game design, not an algorithm into which go game designs and out come where randomness should be used.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/2102416254633973101'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/2102416254633973101'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html?showComment=1262494544492#c2102416254633973101' title=''/><author><name>evizaer</name><uri>http://www.blogger.com/profile/09836136474835816824</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://4.bp.blogspot.com/_-JcTgDESjmo/StDjZmTr8PI/AAAAAAAAAB8/csM8m-u1EvI/S220/Howard+Roarke.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5574480875352684943' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5574480875352684943' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1624094739'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-3558349369881703158</id><published>2010-01-02T22:05:38.384-05:00</published><updated>2010-01-02T22:05:38.384-05:00</updated><title type='text'>The trouble with &amp;quot;Perceived Randomness as the...</title><content type='html'>The trouble with &amp;quot;Perceived Randomness as the Result of Theory-absence&amp;quot; is that the player is attempting to gain understanding of the underlying system through analysis of events presented to them. Players start out with little or no theory about how the world is working, but through repeated exposure should be able to gain insights into how the system works. Players may perceive the events as random initally, but if they actually ARE truly random then the player has nowhere to go; they may as well not try, just wait for the dice to fall in their favour. &lt;br /&gt;&lt;br /&gt;I agree with your analysis of how we perceive randomness, but do not believe it should be used as an excuse for random events without cause. All random events should strive to give meaning to the game, for in these events lie the path to understanding and progressing through the game. You WANT the player to get to the point where they feel confident that the randomness is limited to a specific set of events that they can discern, and that they are comfortable with leaving it at that uncertainty level.&lt;br /&gt;&lt;br /&gt;Some other interesting reading on randomness in games: &lt;br /&gt;&lt;a href="http://roguelikedeveloper.blogspot.com/2009/07/permadeath.html" rel="nofollow"&gt;Permadeath&lt;/a&gt;&lt;br /&gt;&lt;a href="http://playthisthing.com/randomness-blight-or-bane" rel="nofollow"&gt;Randomness: Blight or Bane&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.designer-notes.com/?p=132" rel="nofollow"&gt;Our cheatin&amp;#39; hearts&lt;/a&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/3558349369881703158'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5574480875352684943/comments/default/3558349369881703158'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html?showComment=1262487938384#c3558349369881703158' title=''/><author><name>VRBones</name><uri>http://www.blogger.com/profile/10654192372497663948</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='24' src='http://bp2.blogger.com/_-5JVKu2u9E8/R2pBJX2lGgI/AAAAAAAAAE0/njyTZRHkfuk/S220/bowes_tony_1.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2010/01/perceived-randomness-guide-to-chance-in.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5574480875352684943' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5574480875352684943' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-542823660'/></entry></feed>
