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How to use randomness without frustrating players

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Chapter 22 of 26 · Core mechanics and loops
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1. Finding Product-Market Fit
Test for real customer pull earlyPick a narrow niche to start inLaunch a simple first version fastLearn from users and customersRead early signs of product-market fit
2. Onboarding and Activation
Structure onboarding as a storyAsk and use onboarding questionsGet users to the aha moment fastDecide how long onboarding should beBuild quiz funnels for paid traffic
3. Paywalls and Pricing
When to choose a hard paywall over freemiumDesign a paywall that convertsPrice annual and monthly plansSet, raise and localize pricesRun free trials and free tastes
4. Business Models and Revenue
Structure subscription tiersKeep a free tier that pays offCharge for usage and AI creditsPair hardware with a subscriptionAdd ads, affiliates and partners
5. Retention and Engagement
Measure retention honestlyBuild habit loops that bring users backUse notifications and lifecycle messagesReduce churn and handle cancellationsBuild social loops and community
6. Brand and Positioning
Position against bigger incumbentsName and describe your productEarn trust in high-stakes categoriesBorrow credibility from celebrities and experts
7. Organic Content and Creators
Find, vet and recruit creatorsPay creators fairly and safelyBrief and manage creatorsFind and copy viral formatsScale one format across many accountsRank in AI search and SEO
8. Paid, App Store and Viral Growth
Make ads that convertTurn organic winners into paid adsStructure and scale Meta campaignsTell if paid acquisition is profitableWin in the App StoreBuild viral and referral loops
9. Experimentation and Analytics
Run trustworthy experimentsJudge test results correctlyRun more experiments fasterWhat metrics to track and how to define them
10. Building AI Products
Build for the models of tomorrowDesign AI interfaces beyond chatDesign AI agents people can trustMeasure AI quality with evalsControl AI costs and pricingBuild products with AI coding tools
11. Teams, Hiring and Funding
Hire people who thrive on ambiguityOrganize small product teamsRun exploratory bets and kill themWork as a team with AI agentsWhen to raise money or sell your company
12. Founder Principles
Pick a mission worth building a company aroundWhy to trust your own judgment over the consensusTurn failure and setbacks into the next stepLearn from rivals and copy what works
13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Put luck before the player decides, so it feeds their plans instead of wrecking them. Players forgive randomness that gives them something to work with and resent randomness that blocks what they already know.

2 Key takeaways

  • Roll the dice before the player chooses, not after. Luck they can see is luck they can plan around.
    • Subset's FTL was packed with swingy output randomness, while Into the Breach almost exclusively uses input randomness and is fairer and more strategic Mark Brown, Game Maker's Toolkit7:32.
  • Never let luck stop a player from using what they have learned. Knowing the answer but being unable to act on it feels like a wall, not a challenge.
  • Put bounds on random draws. Limits keep luck exciting without letting a bad streak ruin a session.
  • Limit how far ahead the player can see. Perfect information invites paralysis and airtight plans, and drama needs plans to be disrupted.
  • Spend randomness on variety and memorable moments. That is where it adds something that fixed rules cannot.

the fundamental difference between randomness that supports strategy, and randomness that undercuts strategy

Mark Brown, Game Maker's Toolkit

2.1 Decide when the roll happens

Roll before the choice, not after it
Moving one roll earlier in the turn turned Slay the Spire's enemy actions from frustration into strategy.

Luck that arrives before a choice gives the player material to plan with, and luck that arrives after can undo the plan.

  • Roll random events before the player acts. Mark Brown, Game Maker's Toolkit7:32
    • Let players draw a hand in a deckbuilder, or roll dice in Dicey Dungeons and then choose where to spend them.
    • Expect most of the anger to come from output randomness, which lands after the choice and can wreck a plan through sheer bad luck.
  • Reveal the random result before the player acts when you can. Mark Brown, Game Maker's Toolkit8:25
    • Early builds of Slay the Spire hid what enemies would do until after you ended your turn. Making the random choice at the start of the turn let players strategise around their foes.
    • The game became far more fun. In Brown's words, "Output became input".
  • Keep output randomness only where it helps the player or teaches contingency planning. Mark Brown, Game Maker's Toolkit17:35
    • Into the Breach's only output randomness is a small chance that an attack on a building misses and saves you from certain defeat. It is too small to rely on, but it feels great when it lands.
    • When shots can miss, players must prepare backup plans. The miss becomes input for the next turn, and the best XCOM players are those with a backup plan Mark Brown, Game Maker's Toolkit14:16.
    • Co-designer Justin Ma says players never complain when they expect something bad and get something good.
    • If you need a hit roll, use partial outcomes. Phoenix Point simulates each bullet, so some hit and some miss, which is far less annoying than XCOM's all-or-nothing shot Mark Brown, Game Maker's Toolkit14:29.

2.2 Never let luck block what the player knows

If the random draw can hide the lock for a clue the player already holds, the player waits instead of thinking.

  • Make sure the clue and its lock can both be reached. Mark Brown, Game Maker's Toolkit3:29
    • Adventure puzzles boil down to finding a clue in one place and applying it in another. Random drafting can leave you with "A" while your house has no "B", or the reverse.
  • Let players test theories on demand. Mark Brown, Game Maker's Toolkit4:24
    • Testing a hunch is a core pleasure of puzzle games. When each test needs a specific combination of rooms, the guess, test, learn loop breaks.
    • Brown spent hours in Blue Prince knowing what he wanted to do but blocked by bad rolls, asking where the pump room was.
  • Don't pair random draws with puzzles that demand single-thread focus, and count the memory load first. Mark Brown, Game Maker's Toolkit5:07
    • Random draws mean you can't follow one rabbit hole, so methodical players get knocked off their thread. Brown contrasts this with chasing the quantum moon in Outer Wilds or following the Golden Path in Tunic, and admits he kept re-rolling.
    • Blue Prince asks players to juggle storylines, a family tree, dates, codes, languages, paintings, chess pieces and locked doors. The more threads a game has, the more random interruption hurts Mark Brown, Game Maker's Toolkit5:42.
  • Give players tools to bend the pool toward a goal. Mark Brown, Game Maker's Toolkit10:20
    • In a deck-building style game, players should be able to make certain rooms likelier and remove unwanted ones.
    • Blue Prince offers rarity changes, re-rolls, forced room colours and next-day pool shaping. Brown finds them limited, since you can't easily remove rooms or boost a very specific one.
    • Done well, arranging rooms near each other becomes a puzzle in itself. It is "a way of proving knowledge to the game", like being in a specific place at a specific time in Outer Wilds Mark Brown, Game Maker's Toolkit7:52.

2.3 Shape the draw so streaks stay bounded

Split the deck so epidemics can't all clump together
Constraining the draw caps the worst streak without removing surprise, like Tetris's seven-piece bag.

Constrain how bad or good a run of luck can get, and show players the odds in a form they trust.

  • Constrain random draws. Mark Brown, Game Maker's Toolkit10:57
    • Pandemic splits the deck into four piles and shuffles one epidemic card into each, so epidemics spread evenly.
    • Diablo 3's smart loot favours items for your class.
    • Two epidemics in a row is still possible in Pandemic, so the tension survives.
  • Soften random starting conditions so players don't restart until they get lucky. Mark Brown, Game Maker's Toolkit9:08
    • In Spelunky a crate can give a jetpack or shotgun at the start. That makes skill hard to tell from luck and tempts restarts.
    • Slay the Spire gives starting bonuses only if you reached the first boss last time, so players work with what they are given.
    • Spelunky skips its dark levels if you cleared the previous stage in under 20 seconds, as mercy to speedrunners.
  • Show the odds, and make them match how chance feels. Mark Brown, Game Maker's Toolkit14:46
    • XCOM displays hit percentages that change as you move closer, so players weigh which risks to take.
    • Use familiar randomizers. Zach Gage says "we understand things that we can hold in our hand", so Tharsis uses dice, and Tharsis and Armello add physics to their digital dice Mark Brown, Game Maker's Toolkit16:04.
    • Cards add dependent probability, because drawing one changes the deck. That enables synergies in Slay the Spire, while dice rolls are independent Mark Brown, Game Maker's Toolkit16:04.

2.4 Set how far ahead the player can see

The information horizon decides whether players can plan at all, so set it on purpose.

  • Choose your tool for the information horizon. Mark Brown, Game Maker's Toolkit5:19
    • Keith Burgun defines it as the distance between the current turn and the point where information becomes known. You can push it out with complexity, execution uncertainty, hidden information or randomness.
    • Chess uses exponential complexity, Starcraft uses fog of war, and Into the Breach uses not knowing enemy actions next turn.
  • Don't give players perfect information. Mark Brown, Game Maker's Toolkit4:06
    • With full transparency, players calculate far ahead and optimise the fun out of the game. In Plants vs Zombies the upcoming wave is visible, so a perfect defence is easy and play turns flat.
    • Drama comes from plans getting disrupted. Brown notes there has never been a good movie where the heroes' scheme perfectly works as intended.
  • Release new random information in spikes, not every turn. Mark Brown, Game Maker's Toolkit13:17
    • Fresh input randomness every turn pulls the horizon so close that players cannot make lasting plans.
    • Ethan Hoeppner suggests high-impact information arriving in discrete spikes at regular intervals, with a slow, regular flow between them.
    • In XCOM, plans stay viable for several turns until a new pod of enemies appears and forces a regroup.

2.5 Spend randomness on variety and discovery

Fixed maps with random details stay fresh on revisits
Prey: MooncrashDeathloop
Floor plansSame every runSame every visit
Hazards & routesRandomised blockagesFixed
Enemies & itemsRandom spawns, spotsSame, down to turrets
On repeat visitsShortcuts kept, must improviseSurprise gone by visit six
Keep the layout players learn and randomise the details that make them think on their feet.

Randomise the parts that keep repeat play fresh, and leave fixed the parts players need to learn.

  • Randomise small elements inside a fixed layout. Mark Brown, Game Maker's Toolkit4:41
    • Prey: Mooncrash keeps the same floor plans but randomises hazards, collapsed tunnels or staircases, offline tram stations, escape pod and closet locations, enemy spawns and item spots. Players keep learned shortcuts, while a broken route forces them to think on their feet.
    • Deathloop repeats areas almost identically, down to turrets and Fiz-Pops, so by the sixth visit the surprise is gone.
  • Draw enemies from a pool so memory alone cannot win. Mark Brown, Game Maker's Toolkit6:05
    • Baroness Von Bon Bon's first three phases draw sub bosses at random from five: Candy Corn, Gobstopper, Cupcake, Chocolate and Gumball Machine.
    • Each covers the screen differently and demands a different style of dodging, so players must react each attempt.
  • Regenerate content so players master mechanics instead of memorising levels. Mark Brown, Game Maker's Toolkit2:19
    • In roguelikes, regenerating content each run forces players to master the underlying mechanics.
    • Rogue used procedural generation for an infinite supply of dungeons. Koichi Nakamura later paired random generation with permadeath in the Mystery Dungeon series Game Maker's Toolkit14:22.
    • Procedural levels are rarely as good as handmade ones.
  • Use luck for discovery, side risks and fresh scares. Mark Brown, Game Maker's Toolkit7:35
    • A huge possibility space makes a secret feel special. In Blue Prince's drafted mansion, stumbling on a secret room feels like a genuine discovery.
    • Put random rewards off to the side. The Space Invaders UFO gives a random number of points, and the player chooses whether to spend shots and attention on it Mark Brown, Game Maker's Toolkit1:09.
    • Animal Crossing's turnip prices change daily. Lucky players profit hugely and unlucky ones watch turnips drain away, so the exploit becomes a decision about how much to risk Mark Brown, Game Maker's Toolkit13:54.
    • Brown's hypothetical Until Dawn redesign would be shorter, replayable with new instructions each time, and add random events so scares don't turn blase Mark Brown, Game Maker's Toolkit8:38.

2.6 Where designers disagree

Some luck costs players time or trust, and what pays off depends on your game's pace and audience.

  • A fresh random layout can free players, or it can waste their hours.
  • Honest odds or fudged odds.
    • Displayed odds turn luck into a decision. But humans are bad at understanding odds, so designers often lie Mark Brown, Game Maker's Toolkit15:12.
    • Fire Emblem quietly makes a 90% chance to hit behave more like 99%. Civilization makes the third of three 33% battles succeed after two losses, and Hearthstone allegedly has a pity timer for legendary cards Mark Brown, Game Maker's Toolkit15:12.

Sources

Part of Core mechanics and loops in the growth library.