Are Games Getting Too Random?
Adam Millard - The Architect of Games
0:00 From a game design perspective,
0:01 there is nothing interesting about flipping a coin.
0:05 There's no skill expression, no strategy, no unknowns to explore.
0:08 And yet, I don't know about you,
0:10 I'm willing to gamble that there is something about that dead
0:13 simple 50/50 probability that makes it impossible to look away.
0:18 And to push my luck a bit more, I reckon there's decent odds that, ironically,
0:23 one of the only things about human nature that's entirely consistent
0:26 is that none of us can resist a game of chance.
0:30 From all the way back in the ancient days of knucklebones and the royal game
0:34 of Earth to the classical titans of Blackjack
0:36 and Majong to modern cornerstones like Magic the Gathering,
0:38 Dungeons and Dragons, and of course, Luigi Poker on Super Mario 64DS,
0:42 randomness is at the heart of some
0:44 of the most influential and popular games ever made.
0:46 And there is nothing better at grabbing and keeping
0:48 hold of the human attention span than good old-fashioned RNG.
0:52 We find ourselves obsessed with any game
0:54 that has randomly generated chests or packs to open.
0:57 Random levels turn gameplay that would otherwise get stale
0:59 after just a few runs into infinitely compelling variations.
1:03 Stuff like critical hits feel way more exciting
1:05 and powerful than the mathematically equivalent increase in damage.
1:08 We love using dice rolls to determine success and failure in RPGs,
1:11 even when that means giving up control over a game story.
1:13 And even though gambling games have almost
1:15 nothing in the way of skill expression,
1:17 meaningful choice, or even fairness in their design,
1:20 there is just something about chance [music] as a fundamental gameplay
1:23 concept that grabs onto the human brain and will not let go.
1:27 Now, that's all pretty obvious stuff, isn't [music] it?
1:30 Our brains like randomness.
1:31 So what?
1:32 Well, what if I told you that in spite of my earlier pontificating,
1:35 there's pretty good odds that our relationship with chance
1:38 is a bit more complicated than it first appears.
1:41 particularly when considered in the context of all the randomness
1:43 ccentric genres that have been taken over video games lately.
1:46 Everything from synergy building number go up
1:48 games to screen clearing bullet heaven titles
1:50 which were literally pioneered by someone who
1:52 used to design slot machines by the way.
1:54 Not to mention the ever popular rogue likes and loot hunting action
1:57 RPGs are for better or for worse
1:59 [music] predicated almost entirely around chance.
2:02 In fact, you can make a decent case that the theme of the last decade of game
2:06 development between loot boxes and procedural generation
2:08 and adapting gambling mechanics into games has been randomness.
2:12 And it's this shared fixation that explains the compulsivity
2:15 and replay-ability that all of these varied genres possess.
2:19 But there in lies the catch.
2:21 You see, while the last two minutes I've been
2:23 really overemphasizing just how universally
2:25 enticing and compelling randomness is,
2:27 there's one big thing about RNG that I have pointedly neglected to mention.
2:32 Namely, the fact that whilst yes,
2:34 our brains are naturally drawn to games of chance,
2:37 that doesn't mean that chance is actually fun.
2:40 Think about it, right?
2:42 If you've ever gotten excited at the prospect of getting some new gear drops,
2:44 but instantly bored of the prospect of actually using it,
2:47 or midway through a Vampire Survivors knockoff and realize that you're
2:49 just mindlessly clicking the thing with the highest rarity every time,
2:52 or to a new exciting frontier in a procedurally generated world,
2:56 only to realize that it feels basically the same as everywhere else.
2:58 Then you've experienced the fact that chance
3:00 is a powerful but sometimes very fleeting high,
3:03 not unlike meth, with which I'm sure we're all familiar.
3:06 This is the double-edged sword to games of chance.
3:09 Or maybe the other side of the coin is a better metaphor.
3:12 While randomness is a key component to some really fun games and because
3:15 of our huntergatherer mental programming is
3:17 almost always absorbing and engaging to watch,
3:19 it is in of itself not very much fun at all.
3:22 And the real danger of this combination is that while our brains
3:25 are distracted by the constant dopamine drip feed of surprise and anticipation,
3:29 it becomes very difficult to realize just how
3:31 long it's been since we've exercised our skill, made an interesting decision,
3:34 or done anything that makes games actually
3:36 enjoyable and satisfying rather than just attention grabbing.
3:39 What this means is that many random
3:41 games are completely absorbing in the moment,
3:43 but ultimately leave us annoyed, drained, and dissatisfied.
3:46 And from an outside perspective,
3:48 it's very difficult to tell which titles are going to do this to us.
3:51 It's quite natural to assume based on this information that the cause of games
3:54 that trick us into not having fun is that some of them are just too random.
3:57 And it's equally hard not to draw a link between the optimization
4:00 of some of video gaming's most obviously exploitative RNG and the rise
4:03 of all those new fangled ch heavy genres that I mentioned earlier
4:06 and conclude that randomness itself is what
4:09 leads to games being distracting but unfulfilling.
4:11 However, I think there's a bit more going on here.
4:14 After all, as I illustrated at the start of the video,
4:17 many of the most famous, long-lived,
4:19 and importantly best games ever wouldn't exist without randomness,
4:22 with some of them having extremely high levels of variance.
4:25 But that doesn't make them any less fun
4:27 to play or any less rewarding to look back on.
4:29 And the same is true for more modern games.
4:31 Many of the best RNGcentric titles out
4:33 there right now are incredibly [music] random.
4:36 but for reasons that aren't immediately clear that hasn't led them into the trap
4:39 of creating experiences that are only
4:41 superficially engaging rather than actually being fun.
4:44 That naturally begs the question, if it's not the amount of RNG used,
4:48 what actually distinguishes good,
4:50 artfully used randomness [music] from randomness
4:53 that tricks us into not having fun?
4:55 Well, if you ask me,
4:56 I think that the dangers of chance as a game design theme only begin to manifest
5:00 when RNG mechanics begin to supersede our agency
5:03 of players and our ability to express our skill.
5:05 Because rather than serving as a way to stimulate and support our play,
5:08 randomness that feels like it has more influence over us as players than we have
5:12 over it ends up making us feel like our decisions and our effort don't matter.
5:16 And it's when games start to feel pointless rather than simply
5:18 chaotic that we lose our grasp on what makes them satisfying,
5:22 leaving us only with that hollow feeling of gambling
5:24 that occupies our stupid base level K-person brain,
5:27 but also distracts us from the fact
5:28 that our higher functions aren't being nourished.
5:30 Eagle-eyed viewers may note that this is the exact
5:33 same foundational psychology that fuels a gambling addiction.
5:36 This is not a coincidence, and we'll get back to it later.
5:38 In short, I think that good,
5:40 well-implemented randomization sets itself apart from shallow
5:43 bad randomization in two key ways.
5:46 First, it creates additional scope and depth for decision-m
5:49 rather than making a game feel more simplistic or shallow.
5:52 And second, it provides consistently novel and important
5:55 feeling results that can capture not just our attention,
5:57 but also our interest and imagination.
6:00 And so in that vein,
6:01 what I want to do is to showcase how good games use chance responsibly,
6:05 both to create types of experience
6:06 that couldn't exist outside of a random framework,
6:08 whilst also avoiding the pitfalls of all too many games that end
6:11 up getting eaten from the inside out by those very same systems.
6:15 And where better to start than the idea that while Chance
6:18 often appears to be a very simplistic and uninteractive gameplay dynamic,
6:22 after all, the whole point of randomness is
6:23 that it's more or less out of our hands, this needn't always be the case.
6:26 As my good personal friend Shadow the Hedgehog is always telling me,
6:29 chaos can be controlled.
6:31 And by opening up the front and back end
6:33 of random systems to be tinkered with by players,
6:35 developers can create a huge amount of gameplay out of basically nothing
6:38 at all and can transform otherwise incredibly
6:41 simplistic dynamics into something way more complex.
6:44 The best way of demonstrating this is to show you a game called Q Up,
6:48 which is a parody of esports games
6:49 that operates entirely around the flip of a coin.
6:52 Three hits and you win, three misses, and your team loses.
6:55 And far from feeling pointless and arbitrary,
6:57 Q-ups matches feel amazing because the game uses
7:00 this dynamic as a foundation for surprisingly strategic gameplay.
7:03 See, each hero has their own unique ability,
7:06 like this guy who cares about getting streaks of wins or losses,
7:08 or this streamer guy who builds up fans, as well as a bunch of gear to buy,
7:11 which all provide passive effects and a big skill grid
7:13 that gets bigger and more complex the more you level up.
7:16 And while all of these effects either derive their results
7:18 from the coin flip itself or are entirely random in a different way,
7:21 the fact that you can combine each of these individually random effects,
7:24 allows the player to build emergent synergies that reflect a way deeper
7:28 optimization problem to solve than the sum of Q-op's parts would imply.
7:32 This is what I mean when I say that RNG used
7:34 well actually increases the amount of gameplay a title has to offer.
7:37 The possibility space of random mechanics
7:39 and the ability to control their inputs
7:40 and outputs creates opportunities for planning
7:42 and synergies that otherwise wouldn't exist.
7:44 And this allows games to capitalize on the fun of being
7:47 high variants whilst also generating new chances for strategy in the process.
7:51 This is the secret ingredient of Balastro
7:53 and also its inspiration, luck be a landlord.
7:55 In Bolatro, for example,
7:56 if you're only playing the hands you'll dealt from an unmodified deck,
7:59 then you're probably going to lose because optimal play is all about leveraging
8:03 all the ways the game gives you to nudge the odds in your favor.
8:06 knowing which card to mulligan to get another go at drawing a better combo,
8:09 how best to use the random pool of jokers to amplify your scores,
8:12 and most dramatically of all,
8:13 how you want to manipulate your deck to literally change the pool you draw from.
8:17 Doing stuff like getting rid of all the reds like a true macccarthyist,
8:20 or filling your deck with nothing but kings,
8:21 like a modern-day American politician.
8:23 Similarly, Luck Be a Landlord might be a roulette game on a conceptual level,
8:27 but the fact that you decide what goes on the wheels,
8:29 even if you can't decide where they end up,
8:31 allows you to control the possibility space of the game,
8:34 making sure that even if you can't guarantee any one adjacency will happen,
8:37 you can still build a board state that you
8:39 have a large degree of macrolevel control over,
8:41 creating satisfying tactics within that random framework.
8:45 Unfortunately, this isn't true for many
8:48 of these successor games to Balatro's Indie Darling Legacy,
8:51 which often forget to give the player enough axis to manipulate their random
8:54 systems in order for our skill to feel more important than the RNG.
8:58 Clover Bit is also a slot machine game,
9:00 but rather than giving you any direct control over the wheels,
9:03 you can really only hedge your bets on a particular symbol or shape,
9:06 and after that, it's up to RN Jesus, making your wins feel kind of unearned
9:09 and your losses feel all the more frustrating.
9:12 You can also see this dynamic in other places, too.
9:14 Dungeons and Degenerate Gamblers is a blackjack take
9:16 on Blatro with some very fun card designs,
9:18 but without giving you much of an ability
9:20 to take mulligans or influence your draws,
9:22 you're still mostly just sort of playing blackjack,
9:24 which means you still constantly get into what feel
9:27 like unwinable game states that you have no control over.
9:29 Something that's excusable in a casino game, but less tolerable in a rogike.
9:34 But it's the surprisingly popular niche of pachinko and/or physics-based number
9:38 glove games that really demonstrate how important being able to manipulate,
9:41 not just watch randomness is.
9:43 All of these games are great fun to see pop off,
9:46 but because you never really have any way to predict,
9:48 control, or react to the physics fireworks display on your screen.
9:51 Your victories just feel like you temporarily
9:53 earn the favor of Jean Baptiste Perin,
9:55 and your defeats feel like there was nothing you could do to prevent them.
9:58 Nubbies Number Factory is one of the better games
10:00 in this regard because it has a smaller board and it
10:02 lets you aim the first shot so you at least
10:04 get some control over the starting conditions of the RNG cascade.
10:07 That's in stark contrast to something like a Bionair which is
10:10 100% chaos and where your peg based positioning barely seems to matter.
10:14 Of course, just as important as taking
10:16 a direct hand in manipulating probability is managing risk.
10:20 By confronting us players with potentially random outputs,
10:22 we're invited to plan contingencies and develop
10:25 constantly evolving heruristics that are much
10:27 more complex than in games where you always know the outcome of your choices.
10:30 The marker for success in any tactics game or deck order isn't
10:33 your plan for when everything goes right and you get exactly what you wanted,
10:36 but how you compensate for and react around everything going wrong.
10:39 Many games earn a huge amount of depth by giving
10:42 players a limited number of opportunities to avoid or mitigate chance.
10:45 And the choice of where we spend
10:47 stuff like XCOM's guaranteed hit grenades or Boulders
10:49 Gates rerolls doesn't just give us some
10:51 wiggle room when dealing with otherwise punitive systems.
10:53 It rewards skill and planning.
10:55 Weirdly enough dispatch of all games also has this same kind of choice system.
10:59 You can guarantee that practically any mission completes
11:01 by just throwing a full team at it.
11:03 But because you only have so many Z-listers to go around,
11:05 you risk making future missions harder if you send
11:08 beautiful flambe to bail out Jack Septic and Boyce Critical,
11:10 turning what would otherwise be a series of blind
11:12 dice rolls into something with a contiguous sense of strategy.
11:16 But even without the ability to outright mitigate chance,
11:19 simply letting the player pick which risks they want to take forces
11:22 us to navigate the choppy waters of chance entirely under our own power.
11:26 A fun micro genre example of this as a whole game
11:28 are the grotesque side effects and the better well-known buckshot roulette,
11:32 which are all about managing probability as you try not
11:35 to pick the pill or shotgun shell that's going to kill you.
11:37 And where the slightest amount of control over which risk you want to take,
11:40 like being able to test an option or skip a go,
11:42 turns what would otherwise be pure boring
11:44 randomness into an incredibly tense game of wits,
11:47 bluffing, and maths, which as everybody knows is the most exciting thing of all.
11:52 And speaking of making our interactions
11:54 with random mechanics and systems feel important,
11:57 that's another huge element of making RNG satisfying to play with.
12:00 The thing to remember is
12:01 that our attachment to chance is fundamentally irrational.
12:04 It doesn't matter how statistically significant any given event
12:07 is if it doesn't feel different from everything else,
12:09 then we won't remember or care about it.
12:11 What this means is the games need to make the results
12:14 of their random systems evocative enough that we care about them and can use
12:17 them as a jumping off point to make some new interesting choices rather
12:20 than all the RNG just sort of dissolving into a vaguely distracting sludge.
12:25 Procedurally generated worlds are a really clear
12:27 example of this done well and [music] badly.
12:29 The planets in Starfield might be from the joyless
12:31 dispassionate point of view of Todd Howard very different.
12:34 They've all got totally different terrains, entirely distinct color palettes,
12:37 and there are probably more potential configurations of this pirate-based
12:39 template than there are hydrogen atoms in the universe.
12:42 But that means, sweet[ __] all if they all feel the same to run around in.
12:45 And in Starfield's case, they certainly do.
12:47 Because no individual detail or quirk makes any
12:50 given one of these spaces stand [music] out.
12:52 They've all got more or less the same loot,
12:53 more or less the same enemies, and more or less the same vibe.
12:55 It contributes to a feeling that all
12:56 the games individual randomly generated areas just sort
12:59 of blur together in a way that holds
13:01 your attention but inspires no actual thought.
13:04 This quirk of us not caring
13:05 about statistical significance but instead emotional impact
13:08 is why games that feel like they have more satisfying random generation are
13:11 usually the ones operating from a smaller
13:13 but more individually distinct pooler variables
13:15 that as a result all feel interesting and contrast with what came before.
13:19 This is why No Man's Skies procs, for example,
13:22 feel a lot more interesting than its so-called competition.
13:25 It's not that they're somehow more random.
13:27 It's that each planet usually generates with some big
13:29 obvious characteristic that makes it stick in your mind,
13:31 like a cool point of interest or a big scary worm or some crazy weather.
13:35 Each reminding your brain that you've experienced something new and interesting,
13:38 even if this exact feature is probably on a million different players.
13:41 Rogue likes also use this kind of design to their advantage.
13:44 Often the games best known for consistently splitting out interestingly
13:47 generated random levels actually aren't as random as you might think.
13:50 The likes of Spelunky, Hades, and The Binding of Isaac, for example,
13:53 all draw from a pool of fixed pre-esigned templates
13:56 for their rooms that the designers know are going to be good
13:58 and provide a specific kind of challenge that then just
14:01 gets scrambled up a bit each time you load them up.
14:03 This gives the impression that each room is
14:05 totally different because they've all got their own
14:06 unique thing going on, like this obstacle course
14:08 or this swarm battle or this poop temple,
14:12 whatever, which keeps them feeling much more distinct in comparison
14:14 to a game that generates levels with much more variance,
14:17 which paradoxically will often end up feeling the same.
14:20 Far from just being emotionally evocative and memorable, though,
14:23 interesting spiky randomization provides an important gameplay purpose as well.
14:27 By being notable instead of bland,
14:28 the outputs of random systems can in turn force
14:31 us to make new choices and interact with new systems,
14:33 often catalyzing some more random outputs,
14:36 which starts a self-sustaining cycle of interesting decisions.
14:39 This is the engine that powers the emergent
14:41 storytelling of stuff like Rim World or Paradox games.
14:44 You can't control when your kids are going to suddenly die or when
14:46 some flesh beasts are going to turn up and eat half your dudes,
14:49 but these random moments force you to interact with other chaotic systems
14:52 as you recruit sketchy wanderers to help you pick up the snack
14:55 only to find out they're being chased by a zombie horde or start
14:57 an ill- fated war to hold on to your ancestors crumbling empire,
15:00 keeping the story moving and unpredictable.
15:02 The same principle is also what makes the improvised
15:04 buildcraft of many rogue likes and deck builders work.
15:07 Getting a really powerful item or passive in the bizaar,
15:10 for example, which is an excellent deck building auto battler,
15:13 opens up a bunch of new potential synergies
15:14 and strategies that shape your decision-making going forwards.
15:17 And the game was dramatically improved when
15:19 the devs decided to basically give players a free,
15:22 incredibly powerful enchanted item near the start of each round because
15:25 these items serve as a great jumping off point for your future strategy,
15:28 helping your playthrough to feel much more unique.
15:30 The same is true for other drafting based games as well.
15:33 Stuff like Slay the Spire or Magic of the Gathering sets are specifically
15:36 designed to only contain cards that synergize
15:38 interestingly with the rest of the pool.
15:40 So no matter what combination of cards the game spits out,
15:42 you'll never get a bunch of generic blocks of stats you don't
15:44 know what to do with, you'll always get at least a few
15:46 options which seem to immediately stand out as potential inclusions that will
15:49 in turn shape the identity of your deck in interesting ways.
15:52 Conversely to all this, when random generation takes the form of loads
15:56 of little tiny outputs rather than a few big obvious ones,
15:59 the results of very granular systems have
16:01 a tendency to kind of regress to the mean,
16:03 which leads to that boring feeling where it's
16:04 impossible to really care about any given one.
16:06 I'm going to earn some enemies here,
16:08 but I felt this very strongly in two recent indie
16:10 darlings in the form of Mega Bonk and Ball X Pit.
16:14 In Megaong, because most of your upgrades
16:16 are sort of vague incremental improvements,
16:18 and because you get so many, way more than other survivor style games,
16:21 your brain quickly learns that it's way too much effort trying to work out
16:23 if 12.8% better AoE damage or 30% crit damage is stronger every 15 seconds.
16:28 And so, you just start mindlessly clicking the thing
16:30 with higher rarity because you won't really notice either way,
16:33 leading to an impression that your decisions don't matter.
16:36 And in Ball X Pit, you get a bunch
16:38 of really visually cool and mechanically distinct upgrades,
16:41 but they never really change the way you play or the way you make decisions.
16:44 Outside of a handful of mostly quite bad balls,
16:47 the ideal trajectory is always the same.
16:49 And so long as you're picking up all the gems and boosters,
16:51 it doesn't really matter what you end up using your balls
16:53 into, as demonstrated by the fact
16:55 that the unlockable character that makes decisions
16:57 literally at random isn't really much of a handicap at all and kind
16:59 of ends up exposing how brain dead the game strategy really is.
17:03 There is, of course, a correlary to the idea that chance-based
17:06 games need these big important feeling temples,
17:08 and that's that if games lean too much on this stuff,
17:10 they kind [music] of wrap back around
17:12 to 99% of the outputs feeling meaningless and boring.
17:15 Born lands may very well boast 69 fart squillion guns,
17:19 but because the interesting handmade legendary guns are always better,
17:22 the actual pool of weapons you would choose to use is usually more like 30,
17:27 which isn't even half of 69.
17:29 This serves to make even the coolest
17:31 of loot explosions feel disappointing because you're really only
17:33 looking for legendaries with everything else being an implicit
17:36 downgrade and thus a sign of bad luck.
17:39 Path of Exile, another looty game,
17:41 fixes this to a degree by having its unique items,
17:44 the highest rarity, provide niche effects that you
17:46 can't get anywhere else that enable interesting builds,
17:48 but are kept to a roughly equivalent power to regular
17:51 old or rare items that drop much more frequently,
17:53 making a much higher proportion of the loot actually interesting and keeping you
17:56 in the frame of mind of playing
17:58 a video game rather than just gambling on swords.
18:01 Which brings us to the uh rather large elephant in the room.
18:06 See, this whole video I've been describing
18:08 the shallow but hypnotizing kinds of chance
18:10 that makes us feel like we've wasted our time playing a game as a design flaw,
18:13 as something the game should avoid using.
18:15 Because, as loads of great titles prove,
18:17 randomness can be compelling [music] and satisfying at the same time.
18:20 But for many games, and for many developers,
18:22 that hollow feeling you get from having spent hours doing nothing but chasing
18:26 the fleeting dopamine rush of hitting a high roll is a feature, not a bug.
18:30 I've been avoiding directly referencing real life gambling too
18:33 much because I'm scared YouTube are going to demonetize me.
18:35 But you need only look at the scary footage of old people being
18:38 hypnotized by slot machines while simultaneously being
18:41 totally[ __] miserable to understand the fact
18:43 that a sense of dissatisfaction is often what gets you to come back
18:46 to a game much more reliably than you having had a complete fun experience.
18:50 So many games are fundamentally predicated on deliberately hooking you
18:54 in with attention-grabbing RNG that provides
18:56 no interesting decision-making or unique outputs.
18:59 just the flashiest, most distracting rolls of the dice possible.
19:02 And it's not because they're accidentally designed this way,
19:04 but because if their randomization systems were fun and satisfying on their own,
19:08 you wouldn't need to supplement your enjoyment with another injection of cash.
19:12 It's absolutely no coincidence that basically all
19:14 gacha games have mind-bogglingly over complicated progression systems.
19:17 It's impossible to feel like you have any agency
19:19 in, broken scaling that minimizes the impact of individual strategy,
19:23 and really, really syplay.
19:24 It's all to get you back to the poles where
19:26 you can sift through a bunch of garbage you don't care
19:28 about for the slim chance of some fleeting novelty and the chance
19:31 to waggle a slightly different anime teenager for a bit.
19:34 And look, I know gacha games and other
19:36 free-to-play stuff that keeps you hooked on the same
19:38 boring chores so you keep paying a sub
19:40 fee or whatever are kind of easy targets here,
19:42 but when you're dealing with design that's so destructive so
19:44 as to literally ruin people's lives in the name of money,
19:47 then I think we deserve a few cheap shots every now and again.
19:51 Furthermore, this is just as true for supposedly
19:53 ethical games you only pay for once.
19:56 I've been trapped in more than one abusive relationship with a regular
19:59 title that used all the same manipulative tricks to get
20:01 me to come back to the slot machine over and over
20:03 because our brains are incapable of looking away from random systems.
20:06 And the more times we fail to get what we want out of them,
20:09 the more compelling they become.
20:10 I wasted hours on Elder Ring Night Reign before I realized
20:13 that it wasn't really for me because the promise of the next run
20:15 being different coerced me back into doing something that I didn't really
20:18 enjoy very much and usually ended with me getting pounded into dust.
20:22 And I put a quite frankly embarrassing
20:24 amount of time into Hearthstone Battlegrounds even before
20:26 they added all the microtransaction stuff because
20:28 the promise of getting to roll an absurdly
20:30 overpowered combo kept me coming back in spite of the fact that seven out
20:33 of eight of my runs were dull
20:34 losses and they were all pretty foregone conclusions.
20:37 This is why I think that our relationship
20:39 with chance is an important issue worth discussing and clarifying.
20:42 It would suck for manipulatively designed shallow
20:45 games to rob us of the opportunity
20:46 to have some really fun experiences that can only exist in a random framework.
20:50 But in order for us to be able
20:51 to distinguish between good randomness and manipulative randomness,
20:54 we need to be able to confront
20:55 the uncomfortable reality that effective design used in service
20:58 of art is more similar than we'd like
21:00 to cheap psychological manipulation that you'll eventually grow to resent.
21:03 So, when you next find yourself getting sucked into the rhythm of a surprising,
21:07 exciting, and compulsive random game,
21:09 take a second to think about why you're really there.
21:11 Are you having a fun time because randomness is letting you
21:13 make interesting decisions and provide you with cool new things to do?
21:16 Or are you grinding away at a repetitive
21:18 skill box dragged along by your hypnotized subconscious?
21:21 Only you can know for sure,
21:22 and I reckon the answer is going to be a bit different for everyone.
21:25 All that matters is that you keep an open mind and a rational perspective.
21:28 Just look at that 99% chance and see it as nothing but pure maths.
21:32 just one possible permutation of a random system
21:35 and then you're going to turn the game off,
21:37 take your PC outside AND SMASH IT TO BITS WITH A BIG[ __] [laughter] HAMMER.
21:41 PHEW.
21:42 HELLO.
21:42 HELLO, and welcome to this frosty holiday after the video segment.
21:46 Now, hold on, hold on.
21:47 I know what you're thinking.
21:48 Where's 2025 games you should have played?
21:50 Don't worry, it's coming on time.
21:52 You're not going to miss anything.
21:53 Chill out.
21:54 But while you're here, how about taking a look at some cool people who you
21:58 really ought to be made aware of, such as Harper J.
22:01 An excellent games writer who's recently gotten
22:03 back into the biz after a sojourn
22:04 doing real work and is now back to writing some of the most intelligent,
22:07 incisive analysis in the entire biz.
22:10 Harper has, in my opinion, the definitive read on more gaming culture topics
22:13 than I care to count and just recently has
22:16 written some fantastic thoughtprovoking [music] stuff about the culture
22:18 of quote unquote prestige games surrounding Expedition 33,
22:22 as well as the controversy behind infamous, canceled,
22:24 and very good game horses and how weirdly the game sort of preemptively comments
22:28 on the conversation surrounding its own censorship.
22:30 Harper is great and she doesn't get anywhere
22:32 near as much attention as I think she deserves.
22:34 So, please do go and give her stuff a read.
22:36 Of course, the real cool people, the radical cats, the smooth,
22:40 bodacious son of a guns who you have to thank for the fact
22:43 that this video and all other videos on the channel exist at all.
22:46 The people who give this channel money via YouTube
22:48 and Patreon are responsible for me staying on the air.
22:51 And I am ever more aware of how truly truly grateful I
22:54 am to them for their continued support during the busy holiday period.
22:57 If you'd like to support the channel and join them,
22:59 you'll get early access to videos, behindthe-scenes content,
23:02 extra game design musings that the general public don't get to see.
23:05 So, there's a lot of stuff to go around and I think it's a pretty good deal.
23:08 And of course, if you spend $10 a month on Patreon,
23:11 then you'll even get a special voiced shoutout
23:13 like these cool people who are Agent Maxwell, Alli Wright, Andrew Lebrono,
23:19 Ala [music] 94, Baroness, Caroline, Bobby Constantine, Amend,
23:23 Cosmix 360, Daniel Medz, Daniel Ersin, Durk, Jan Caribbeld,
23:28 Diglettier, Delli, Ectton, Edward, Franklin Woods, Edwina the Space Bun,
23:34 Eric Walston, Eugene Bulkin, Fullaxi, Furious Hulk,
23:38 Gascll how heck it's Noah I support trans rights Jacob Dylan Riddle Jinkaloid
23:45 Justin Dent Kevin help us combi leap here everyday Luke Kakoran Mason 54
23:53 Maxim Philippov Mark Valant may contain
23:56 fox-like substance Mika Oi Michael Cike Oxong
24:01 Mike Ox medium Jesus Christ Nate graph
24:04 Oliver Marhoa Patrick Roberg Peter Thomasick Redditex,
24:09 Regal, Wedex, Seslux, Silver Fulfy, Tyler Duncan, Timothas,
24:14 Beex, Whimsical Wisp, Zack Brandt Meer, and Ciao.
24:18 Okay, that's it from me.
24:19 See you very soon.
24:21 Bye.