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RogueStone might seem friendly for newbies, but don't be fooled. It's a beast that even hardcore RPG players will appreciate. It's a combat simulator with RPG elements, and dungeons get crazier as you progress. RogueStone's deep gameplay will hook you for a long time. Even if you're new to RPGs, you can still enjoy the action and be pushed to your limits. With its smooth gameplay and killer soundtrack, you'll feel the rush.

Post tutorial Report RSS How RNG in Games can make your game, ‘FUN’.

RNG or Random Number Generator can add value to your game by making each experience different as a result of RNG.

Posted by on - Basic Design/Concepts

How RNG in Games can make your game, ‘FUN’.

The following is a theory of mine.

What is RNG? It is a set of procedures and instructions that simulates chance by generating a pattern or table of possible results. It’s luck. Plain and simple.

It stands for Random Number Generator.

Something I've noticed about RNG is that it prolongs the life of your game by offering it different results each play-through or rather a reward that wasn’t discovered during your first or subsequent plays. Why? Because you experience something different as a result. Longevity, being that is still feels fresh.

My game, ‘RogueStone,’ uses RNG quite frequently and I hope through my use of RNG, that my game will be considered fun even if it’s my first game. Although I've made other games when I was a kid. I've never actually shipped a game. It’s a technique I plan to use in a majority of my development.

An example of this is Loot Tables, with variance in stats, to allow chance to determine how strong or weak an item is for the player. The likelihood that an item is the same based on stats is unlikely even if they share the same modifier, since there is variance which implies even more luck is added to determine the result. The strong weapon a player of my game may acquire so he can continue to experience more chance for better rewards possibly.

The player is playing for the possibility to get better rewards, and it is my goal to offer that possibility with each result having a set result that adjusts from other possible sets/procedures making it somewhat unique in nature. As a result of chance.

There's popular games that use this technique and games I’ve personally fond of to this day, use RNG very well.

Although it shouldn’t stop at Loot Tables, as RNG can offer a multitude of experiences when applied to Environment Design as well as Mechanical applications.

In my game, I use procedural generated levels to make the environment the player experiences, different even if they play through the same level multiple times.

There are different Rewards each time the player plays through the same level with different layouts.

I also use something in my game what I call, ‘Dungeon Rules’ which apply a set of global modifiers to the standard set of rules using RNG and random lists to make the experience very different then simply playing the same level with a different layout.

RNG needs a purpose to determine it’s value to the player. Say as an example, the purpose is to get a stronger piece of gear or to increase your score or to get more currency or points that your game may use. Depending on the purpose of what the player is looking to do, will determine it’s value to the player. Value being what makes that purpose, “FUN”.

Does that make sense? If it does. That is the power of RNG in games.

You could determine the purpose and list those purposes in tiers (levels) that a player will want to accomplish in your game. Track metrics on activity or by surveys or even researching keywords about your game. By doing this you create a blueprint on what the actual value a player will give it when using RNG for that purpose.

Now, you have control over how your game is using something like ‘Luck’ to give it ‘Value’ and make it, ‘FUN’.

Thank you for reading my theory on this.

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