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Casual Thoughts from a Semi-Retired Philosopher

I play MMOs as an alternative to TV. Sometimes it even turns into quality time with the wife and daughter. Most of the time it's a distraction from doing something productive or meaningful.

Author: Hluill

Basic Game Concepts: The Roll of the Die

Posted by Hluill Thursday October 20 2016 at 10:27AM
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I've thinking about doing a whole series of these.  There are some basic gaming concepts that seem to be neglected in the modern MMO design.

The first one is the Random-Number Generator.  The standard is flat.  It's a simple one through whatever with every outcome of equal probability.  Or it's just the math of damage minus protection and the only random is the chance of critical effect.  Basically, all the rolls made in MMOs are made with one die that has a hundred sides or whose number of sides change.  Some games seem not to roll dice at all and every swing hits for the same damage.


While certain outcomes should be standard and average, there should always be chances for outrageous results as well.  The lumberjack that saved his saw but lost his truck.  The invisible turtle that causes the fumble that causes the attack to hit an ally instead of an enemy.  The one arrow that finds the missing scale and takes down the dragon.

These should not be common occurrences.  But they should have a chance of occurring.  Maybe MMOs should use the I.C.E. Arms Law tables.  Maybe they should use several types of dice where certain outcomes always mean certain things.  It would be interesting to see just "to hit" rolls come back...