RNG: The randomness in your games
RNG refers to the Random Number Generator, essentially where
the games roll a set of die and see what you happen to you in an instance. RNG
in games isn’t something new, with even older games like the original Dragon
Quest having RNG to determine the drops you get from winning the fights and the
fights themselves with instances such as damage and sometimes what do you fight. Its everywhere today being the core of much
frustration when it goes your way and anger when It goes against you but also
in the same vein sometimes that leads to magic moments when the numbers go in
your favour.
Some games today have core gameplay mechanics locked behind
some sort of RNG most notably the Roguelike where many elements of the game are
randomly generated each time you start a new game ensuring a newish experience
every time you play.
I’m personally don’t mind some
RNG in my games and it keeps the encounters fresh and exciting and the chance
to get rare drops can sometimes lead to exploration of areas that you otherwise
are incentivised to go. However sometimes the games prioritise too much on RNG
in my opinion, such as when progress is locked behind essentially mandatory
drops that are very difficult to get however this case is quite rare as most
game developers understand the frustration behind these fringe cases and have
added features such as pseudorandom where the chances increase every time you
do not receive the case you need and roll for it and safety nets where you are
guaranteed the case you need if you do not receive it for a certain amount of
rolls .
Binding of Isaac a game where RNG is a core feature
None the less the topic of RNG
can be a pretty broad topic to consider when finding a game, you enjoy, maybe
you love it can want to experience more of it like a roguelike or maybe you
want less like in a competitive fighter game, or maybe you want something in
between like an RPG. It is always important to consider the RNG element in the
games you are considering as they can often reinforce or deconstruct a game
quite quickly.
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