Latest / Pick Up and Deliver / Determinism vs. Randomness
Transcript
- 0:00(wind blowing)
- 0:02Welcome to Pick Up and Deliver, the podcast
- 0:06where I pick up my audio recorder as
- 0:08I step off the train and deliver an episode
- 0:10to you while I walk home.
- 0:11I'm Brendan Riley.
- 0:12(upbeat music)
- 0:15Well, good afternoon listeners.
- 0:22It's a lovely day here in suburban Chicago.
- 0:24I'm enjoying my walk home with the temperature
- 0:27in the mid 50s, which is very nice.
- 0:29Not wearing my jacket.
- 0:31Ha ha.
- 0:32Well, I was thinking about what I would talk about
- 0:35with you today.
- 0:36And I think this might be a thing I'll do
- 0:39moving forward just because I'm lazy and it's useful.
- 0:44I don't know if you recall a couple of weeks ago.
- 0:46I did an episode stealing a topic
- 0:49from the podcast Cardboard Philosophy.
- 0:53Well, today I'm swiping another episode, another topic.
- 0:56This is from the most recent episode
- 0:57of the Secret Cabal Gaming Podcast.
- 1:00Their special topic of discussion was
- 1:03Determinism versus Randomness.
- 1:05Now this is something I've certainly talked about
- 1:07on the podcast before.
- 1:08If you go to the show page for this episode,
- 1:11over at rattleboxgames.com,
- 1:13you'll find a series of links to other episodes
- 1:16where I've talked about these issues,
- 1:18but I thought it would be helpful
- 1:20to talk about this issue with you here and explore it.
- 1:25So essentially what they talked about
- 1:28on the Secret Cabal Gaming Podcast was
- 1:32the viewer wrote in and said that they really liked
- 1:37the conversations they've had about randomness
- 1:39and about determinism on the Secret Cabal.
- 1:43And they asked the founders to discuss
- 1:45their absolute favorite games that do the most randomness,
- 1:50the most determinism.
- 1:53And if there are any games that exist in the butter zone
- 1:56exactly between the two extremes.
- 1:58And that's what the group talked about.
- 2:00Now the founders did elucidate one essential difference
- 2:05that the person making inquiry
- 2:10didn't really connect with,
- 2:11which was the topic of randomness being,
- 2:16what sort of I'm looking for,
- 2:18that randomness functions in two ways in games,
- 2:21the randomness functions as a set up mechanism
- 2:24or as an outcome mechanism.
- 2:26Now what's interesting is if you listen to the podcast,
- 2:29they get these terms backwards,
- 2:30at least I'm about 95% sure they did.
- 2:32I looked it up, I definitely know that I'm using them correctly,
- 2:35but from what I heard, it sounded like
- 2:37they were using them incorrectly.
- 2:39So I'm gonna define a couple terms first.
- 2:41In game design, there is a phrase,
- 2:44there are two phrases, two terms, input randomness
- 2:48and output randomness.
- 2:49The input and output have to do with when the random items,
- 2:54when the randomness of the game manifests
- 2:57in relationship to the decisions the players make.
- 3:00The part that the,
- 3:03the part that the secret cabal got wrong is,
- 3:07which one means what?
- 3:08As far as I've been able to tell,
- 3:11input randomness is where the game produces the randomness,
- 3:16it inputs it before you make your decision.
- 3:19The game includes the randomness, it comes in,
- 3:22you make your decision.
- 3:23Output randomness is you make your decision
- 3:25and then the randomness comes out of that.
- 3:28That's the way I've always remembered it
- 3:29and that is the way according to my research,
- 3:31the terms are meant to be used.
- 3:32If you listen to the secret cabal podcast,
- 3:35I think they got it backwards.
- 3:36That said, if you just understand
- 3:39that they got the terms backwards,
- 3:40they had a really interesting conversation about this.
- 3:43So I wanted to put in my two cents.
- 3:45So to answer the original question
- 3:48of the person who posed it,
- 3:50what is the most random game
- 3:53and what is the most deterministic game?
- 3:55And I think a secondary element is,
- 3:58what is the most random input randomness game?
- 4:01What is the most random output randomness game?
- 4:04And what is the most deterministic game?
- 4:06And then is there a game that gets that mix just right?
- 4:12So a lot of different options here.
- 4:14So I thought at first I would talk about
- 4:16games that involve input randomness.
- 4:18Now most Euro games that have some level of randomness at all
- 4:21have input randomness.
- 4:23The example they brought up on the secret cabal
- 4:25was Castles of Burgundy.
- 4:27In that game you roll dice
- 4:29and then you can spend those dice
- 4:31to do a variety of different things
- 4:33because you roll the dice before you take your action
- 4:36that is input randomness.
- 4:38Though that idea also perpetuates
- 4:40through a number of other elements
- 4:41of Castles of Burgundy.
- 4:43It determines which tiles come out into the depots.
- 4:47It determines which tiles come out into the market to purchase.
- 4:52And those three things together
- 4:54set up different situations in which you have to react
- 4:56tactically and somewhat strategically
- 4:59to the randomness that the game creates for you.
- 5:02So in terms of pointing to a game
- 5:04that has a fair amount of input randomness,
- 5:07I think Castles of Burgundy is a great call.
- 5:09The couple other games I would point to
- 5:10that have a similar thing.
- 5:12Deck Builders that use a line,
- 5:15a river of cards to purchase
- 5:17like Harry Potter Hogwarts Battle
- 5:19is involves input randomness in two ways.
- 5:23One, there is a river of cards that you're buying.
- 5:26Two, actually three ways I guess.
- 5:28One, there is, okay,
- 5:30Harry Potter Hogwarts Battle
- 5:31involves input randomness in three different venues.
- 5:34One, it has the river of cards that you can purchase from.
- 5:37Two, it has the villains that come out.
- 5:39You don't ever know what order they're gonna come out
- 5:41except that Voldemort will be last.
- 5:44And three, the cards coming out of your deck
- 5:48that you have shuffled.
- 5:49So all three of those things,
- 5:51they all happen before you take your turn.
- 5:53They're all input randomness
- 5:55and then you respond to those situations
- 5:58with your decisions.
- 5:59So I would point to most deck builders
- 6:01as having a very high degree of randomness
- 6:04that's input randomness.
- 6:05That said, most of these games people don't think of
- 6:08when they think of like a really random game.
- 6:10You often don't talk about those games.
- 6:13I would say perhaps the highest version
- 6:16of input randomness that I can think of
- 6:18is Karl Chudyk's Mottainai.
- 6:21Now in Mottainai you have a wide variety
- 6:23of different things you can do with your cards
- 6:25and the cards have a variety of different things
- 6:27that they can do.
- 6:28But you never know which cards you're gonna get and when.
- 6:30There are a number of different ways to draw cards
- 6:33but when you get them, you never know
- 6:34quite what they're gonna be
- 6:36and since each one has a different power on it,
- 6:39it's extremely, you're acting extremely reactive
- 6:43to the cards that you draw.
- 6:44I would accept and without too much vigor argue
- 6:48that Innovation has a similar level of randomness
- 6:53as part of its construction
- 6:55because that game is also full of cards
- 6:58that have a variety of different figures on them.
- 7:01So for input randomness, there we go.
- 7:03I think the extreme would be Mottainai or Innovation.
- 7:07With regard to output randomness,
- 7:09output randomness are games where the result
- 7:12has to is determined by the randomness.
- 7:15Now one way to do this would be to focus on games
- 7:19that are entirely about output randomness,
- 7:22that perhaps the most output random game I think
- 7:26you'd think of is Strike.
- 7:27And Strike you are rolling dice into a bowl
- 7:32and you're seeing if your dice match.
- 7:35If the dice match in pairs or triples or whatever,
- 7:38if you ever have more than one dice that matches,
- 7:41you get to pick it up.
- 7:42If the dice don't match, then you leave them in there
- 7:45or if you roll the X, the dice,
- 7:47the die is removed from the bowl
- 7:49and you're allowed to keep rolling into the bowl
- 7:51as long as you want, but if you run out of dice,
- 7:56you lose the game.
- 7:57It is an entirely random game with almost no control.
- 8:01The only decision you get to make is
- 8:03do you throw a die or dice into the bowl or not?
- 8:06So very, very random.
- 8:08That might be the most random game I could point to,
- 8:13but it's also barely a game because of that randomness.
- 8:18If you wanted to find a couple more games
- 8:20that were a little more gamey that I really enjoy
- 8:24that work on this output randomness,
- 8:26often push your luck games depend on output randomness
- 8:31because part of what you're trying to do
- 8:33is decide how long do I keep relying on randomness
- 8:36to keep the game going.
- 8:37So a game like Quacks of Quedlinburg or Incan Gold,
- 8:42these are output randomness games
- 8:44and I think very successful in it.
- 8:47The other kind of game that I like that has output randomness
- 8:51are the Ameritrash games, particularly those
- 8:53from Flying Frog Productions,
- 8:56which focus on a classic style of playing a game
- 9:01that has a variety of results that you're trying to achieve
- 9:04and they all happen via die rolls.
- 9:07So I really like in Last Night on Earth
- 9:11or in the A Touch of Evil how you're gonna roll a die
- 9:14and that die will determine what happens
- 9:18in the outcome of your play.
- 9:21You get some things to mitigate the result,
- 9:25but not very many,
- 9:26and often just a bad roll as a bad roll as a bad roll.
- 9:29So I would point to if I'm gonna say a game
- 9:32that uses output randomness the most,
- 9:34it's gonna be Last Night on Earth or A Touch of Evil.
- 9:37As my favorite game that has tons of output randomness.
- 9:41I was thinking a little bit about deterministic games.
- 9:44On one hand, there are games that are absolutely deterministic
- 9:47but not very interesting for this conversation,
- 9:49particularly Chess and Go and Checkers,
- 9:52but that's not really what I wanna talk about
- 9:55those in this context.
- 9:58So it does beg the question,
- 9:59what would be my top deterministic games?
- 10:02And I can think of three that I wanna suggest.
- 10:05The first is one that they did mention on The Secret Cabal
- 10:09and that is Small World.
- 10:11Now Steve brought that game up in the context of output randomness
- 10:15or input randomness I guess because the factions
- 10:19that you're choosing are determined randomly.
- 10:21So when you are choosing your faction,
- 10:23there's this line of factions that have been put out
- 10:25and which pairings are in that line is random.
- 10:28That said, that aspect is determined
- 10:31well before you make your choice.
- 10:33So at best it's input randomness.
- 10:34But that's a very small part of the game.
- 10:36The main thing of the game is where do you choose to go,
- 10:38what do you choose to do?
- 10:40The entire context of the game is presented in fullness
- 10:43and you know what's gonna happen.
- 10:45You can make choices based on the pieces you have.
- 10:49You know exactly how the battles are gonna go out
- 10:51before you do them.
- 10:52This is the epitome of determinism
- 10:55and I think it works really well.
- 10:57So one of my favorite deterministic games would be Small World.
- 11:00There are two other games that I would point to
- 11:01that are not chess or checkers,
- 11:04but also feel deterministic.
- 11:08Okay, there's a few more games I would point to
- 11:10that feel deterministic.
- 11:12One of them is the game.
- 11:14And this one, this is interesting
- 11:16because the uncertainty comes from the other players
- 11:20which is true of like chess.
- 11:21Wow, this is the game, Strife.
- 11:25Now if you're a long time listener of the podcast,
- 11:27you know I mention this game once a year.
- 11:29It is a card game where you're choosing your cards
- 11:31and playing them against your opponent
- 11:33and all the cards interact in specific ways.
- 11:35So you know what your card is gonna do.
- 11:37You know what their card is going to do.
- 11:39The uncertainty comes from you not knowing
- 11:41which card they're going to pick,
- 11:43but it is a perfect information game.
- 11:44You know exactly which cards they have
- 11:46because you have those same cards.
- 11:47You can always see all the cards they've played.
- 11:49So it's a perfect information game.
- 11:53Even if it's not perfect certainty.
- 11:55I can't remember what term Tony used in the podcast.
- 11:58But Strife would be an example of another game
- 12:01that has no randomness,
- 12:03but nonetheless feels like it has some.
- 12:05Then you have three games that are sort of
- 12:07from the model of Chess or Checkers,
- 12:09but are in fact new hobby games.
- 12:11And those would be Onitama,
- 12:13Cairn and to That Time You Killed Me.
- 12:17Now Onitama you could argue has a little bit
- 12:19of uncertainty in it
- 12:20because the cards that you have at the beginning of the game
- 12:23are secret from your opponents.
- 12:25And they don't know which card you have
- 12:26until after you've played it.
- 12:28So that tiny piece of Onitama is uncertain,
- 12:33but not random.
- 12:35Every player has, one of the players has access to it
- 12:37and gets to control it.
- 12:38And then you get two other games that are much more abstract,
- 12:42but fully pull it perfect information.
- 12:45And that is Cairn and That Time You Killed Me.
- 12:48Both Cairn and That Time You Killed Me,
- 12:51are games where you know exactly what the opponent can do
- 12:54and you're just trying to anticipate and outplay them.
- 12:56These are games that feel most like
- 12:57Chess or Checkers or other games of similar ilk,
- 13:00even if they have their own uniquenesses.
- 13:02And those would be games that are the epitome of determinism.
- 13:04Well that brings me to the end of my walk.
- 13:06I did not come up with an answer
- 13:07for the buttery smooth middle game.
- 13:09So I leave it to you listeners,
- 13:11pickers-up and deliverers, PUDders.
- 13:14I don't know what we're calling you.
- 13:16I don't, did we decide that?
- 13:17Contribute to that conversation or to the question
- 13:19of which game falls right in the middle
- 13:20by heading to boardgamegeek guild 3269
- 13:23and sharing your thoughts over there.
- 13:24Thanks for joining me on my walk today.
- 13:26I hope your next walk
- 13:27is as pleasant as mine was.
- 13:28Bye-bye.
- 13:29(upbeat music)
- 13:32(upbeat music)
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