Published On: July 18, 2024
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RNG in Game Design: Good, Bad, and the Philosophy Behind It

When it comes to game mechanics, few topics ignite debates quite like RNG (Random Number Generation). Some players thrive on the excitement of randomness, while others despise the unpredictability. In a recent Fateless Podcast episode, host Brad sat down with Paul and Dirk, two key members of the internal design team at Fateless Games, to dissect the role of RNG in game design. They explored the difference between good and bad RNG, how it impacts player experience, and how they are approaching it in their upcoming game.

RNG: A Love-Hate Relationship

Brad kicked off the discussion by reflecting on childhood experiences with RNG, particularly in games like Mario Kart, where he always wished he could disable items to make races purely skill-based. This set the tone for a deeper discussion on how RNG influences different types of games.

Paul admitted to being strongly against RNG in most cases, emphasizing how frustrating it can be when it takes control away from players. Dirk, on the other hand, pointed out the duality of RNG—when it works in your favor, it feels great; when it doesn’t, it can be incredibly frustrating.

“I always get frustrated by RNG,” Dirk said, “but I also know I’ve benefited from it more times than I realize.”

This dynamic captures the essence of why RNG remains such a divisive topic among players and developers alike.

The Difference Between Good and Bad RNG

One of the core topics discussed was defining what separates good RNG from bad RNG.

Bad RNG

Paul made a strong case against mechanics like the infamous 3% chance to fail in some games, where the player has no way to mitigate the randomness. He pointed to Raid: Shadow Legends as an example, where mechanics like Polymorph and True Fear can completely ruin a player’s strategy with no counterplay.

Dirk agreed, emphasizing how mechanics that rely on a simple coin flip can be game-breaking. “When so much is riding on a coin flip, it takes everything else out of the fight,” he explained. The team agreed that bad RNG occurs when players have no agency over the outcome, making it feel like the game is simply punishing them for no reason.

Good RNG

Conversely, they highlighted elements of good RNG, where the randomness adds excitement without completely negating skill. Examples included Helm Smasher and Giant Slayer mechanics in Raid: Shadow Legends—abilities that have a chance to deal more damage but never result in a complete failure.

Paul summed it up well: “As long as the RNG is a positive gain, not a negative punishment, it’s generally a good system.”

Dirk elaborated on this idea by referencing card games like Magic: The Gathering and Hearthstone, where managing probabilities and playing around RNG is a key part of the strategy. “Good players will always end up with better results over a long enough timeline,” he said.

RNG and Game Balance

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The team also discussed how RNG can be used to balance competitive play. Brad posed an interesting question—should RNG be used to give free-to-play players a fighting chance against big spenders?

Paul rejected this notion, arguing that it feels more like the game is just handing out pity wins rather than rewarding strategy. Instead, he suggested that games should create structured environments where all players can find success without relying on sheer luck.

Dirk pointed out that high-roll characters, like Fushan in Raid: Shadow Legends, are examples of RNG being implemented in a way that keeps gameplay exciting. “Sometimes he’ll one-shot a duchess out of nowhere, and it makes for a memorable moment,” he said, showing how controlled randomness can add fun moments without ruining competitive balance.

Avoiding the Pitfalls of RNG in Fateless Games’ Upcoming Title

As the podcast wrapped up, the team reflected on how they plan to implement RNG in their upcoming game. Their goal is to avoid unavoidable negative RNG, ensuring that players always have strategic options rather than being at the mercy of luck.

Dirk reassured listeners that the game will feature a healthy balance of consistency and chance. “We have characters with 100% reliable abilities and others with powerful but riskier mechanics, so players can choose how much RNG they want to engage with.”

Paul added that multi-layered RNG (stacking multiple random effects) is something they want to avoid. “We don’t want players to feel like they need to be mathematicians to calculate the odds of success.”

Final Thoughts

RNG will always be a key part of game design, but as Brad, Paul, and Dirk discussed, it’s all about implementation. When randomness adds excitement and variety without removing player agency, it enhances a game. But when it creates unavoidable frustration, it drives players away.

The team at Fateless Games is taking these lessons to heart, ensuring that their upcoming game strikes the right balance. If you have thoughts on RNG and how it should be used in game design, be sure to share them in the comments or on their Discord—your feedback is always valued!

How do you feel about RNG in games? Have you got any examples of good or bad RNG? Let us know in the comments!

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