4/2/2020
Chance –
https://www.lexico.com/en/definition/chance
Noun – A possibility of something happening. The probability of something happening. An opportunity to do or achieve something. An opportunity to make a defensive play, which if missed counts as an error. he occurrence and development of events in the absence of any obvious design.
Adjective – Fortuitous; accidental.
Verb – Do something by accident or without design. Do (something) despite its being dangerous or of uncertain outcome.
synonyms – possibility, prospect, probability, odds, likelihood, likeliness, expectation, anticipation, conceivability, feasibility, plausibility
Books –
Most of the books I found on chance were to do with genetics and the gene pool of humans. I find this quite interesting as a first search as most people must want to know more about genetics. Genetics does have a very strong relation with probability and chance though and having the odds to achieve a certain “perfect” outcome. This can relate to games design, you could have a default skeleton enemy but in different locations that skeleton could have different genetics meaning different ability s or attacks. This is present in most games and is very successful, keeping similar enemy’s in a new place and just tweaking them to fit the environment is a great way to introduce new rules to the game.
Probability is a big part in most games, it gives the suspense and tension players need to feel apart of that world, connection to either the character your playing or the world is very important to getting players to be invested in your game.
Dice –
Dice allow players to randomly roll a number to progress round the board or through the game. In snakes and ladders, the dice uses input randomness meaning that the role causes the player to move or to allow something to happen within the game, some sort of preset that doesn’t effect the game massively. In D&D, dice are used as an output randomness meaning you make your decision before you roll, if you land the right roll you progress however if you roll wrong you take steps backwards to reset your angle of play.
Cards –
Cards solely use input randomness, a hand of cards wont change if they are already in you hand. Having a set deck your playing with makes your cards more predictable and you have an idea of what to expect from your deck. Sometimes it can be output randomness like in tiny towns, this game makes you randomly pick 1 card out of each deck and those cards you picked you have to play with, there are endless combinations: some are worse than others. This is a good example of output randomness is a balanced way where the player can use it to their advantage.
A card game I played uses randomness of cards slightly differently to any other card game Iv’e played. Sushi Go’s main mechanic is playing card swapping which is done between players every round. Your whole deck of cards is given to the next person to use and you gain someone else’s cards. This game requires some anticipation on what the other players are going for and memory when remembering whats in each persons hand after they cards have been passed all the way around once.
Shuffling –
However, having shuffling during the game to your deck can add an element of randomness and also shuffling per game will make each game unique in the way it is played there are elements of shuffling that aren’t random as you can know whats in the deck and account for the possibility of drawing that card.
Playing with different people –
Different people will have different ways of playing a certain game and may come prepared with strategy’s. Having different people to play with each game will make the play through and experience different.
Roulette Wheels –
Roulette wheels are a good example of output randomness. Mostly used in gambling, the roulette wheel requires the user to place a bet first and then see if they are able to win or loose. This is very much taking a chance into something you don’t know the probability of and that creates tension and excitement that can sometimes in worst cases lead to addiction.
Input randomness –
One type is in favour of the player which is “input randomness” this type allows players to decide what they do after finding out the probability, allowing people to be strategic with their choices and overall make the best decision.
Examples of this are within many kids games such as: snakes and ladders, monopoly, Jenga and others. Jenga is a dexterity game about taking apart and rebuilding a tower of blocks, I believe this game in input randomness as you can see what it being done to the tower in real time and can see the weak points within the build giving you a suggested probability of success or failure. Monopoly is another good example of input randomness, this game involves you taking action after a dice role which is the most common type of input randomness. Having the choice to buy or not buy property you land on is also a big part of input as you have a choice and nothing effects your choice.
Output randomness –
The other type “Output randomness” is not in favour of the player, this type relates to people making decisions prior to finding out the probability, this shakes up a game and can make it hard or challenging for players to make strategies around. An example of this is D&D, you select your desired action first and then role to see if that action can be made. This is a great way of showing probability and chance off in a game even if you actions are required before you know the outcome.

A good example of this is Merchants & Marauders, this game requires you to beat your enemies in collecting 10 daring deeds. This requires you to make an action and then role to see if you achieve a success or not. This happens also in Carcassonne which is an army based game where you fight and defeat you opponent to win. This requires you to make an action and then role a set of dice that are custom made for the game to see if you can attack a set of troops or not.
Gambling Addiction –
https://www.scientificamerican.com/article/how-the-brain-gets-addicted-to-gambling/
When thinking of Addiction, many people refer to drug use, alcohol, smoking and gambling.
Memory –
Failure –
Collaboration –