gdc canada may 2009 joint work with richard garfield and skaff elias k. robert gutschera senior game...

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Page 1: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com
Page 2: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

GDC CanadaMay 2009

Joint work with Richard Garfield and Skaff Elias

K. Robert GutscheraSenior Game DesignerThe Amazing Society

[email protected]

Luck, Skill, and Hidden Information

Lessons from the World of Paper Games

Page 3: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Outline

What is Luck? Luck vs. Skill Sources of Luck Pros & Cons of Luck Hidden Information

Page 4: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Defining Luck

For our purposes, luck (or randomness) in a game is uncertainty in outcome.

So all games have some luck. Not necessarily coming from dice, cards, random

number generators, etc.

Page 5: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Even Chess Has Luck

Outcome of a chess game is uncertain.

Elo measures it. E.g. if my rating is 1800 and yours is 1870,

you have a ~60% chance to win.

Page 6: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Randomly Beating Kasparov

For an extreme case, consider trying to beat Kasparov by playing randomly.

Chance to win: 1 in 30^50. Win NY lottery 7 times:

1 in (60^6)^7, about the same.

A very small chance − chess has less luck than other games.

Page 7: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Example: Die-Rolling Chess

Two players compete by rolling 1 die. 1-2: first player wins 3-4: second player wins5-6: play chessAll the skill of chess, but a lot more

luck.

Page 8: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Luck vs. Skill

low skill high skill

low luck tic-tac-toe chess

high luck slots poker

Luck and skill aren’t opposites; they’re orthogonal.

Page 9: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

And Yet…

Surely there’s some relationship between luck and skill.

What is it?

Page 10: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

The Skill Chain

Consider a chain of players, each beating the next 60% of the time:

What does the length of this chain measure?

wins60% vs.

wins60% vs.

wins60% vs.

wins60% vs.A CB

Page 11: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

The Skill Chain, II

This is just Elo! For chess, the length is about 30. But for die-rolling chess, it’s about

10 (harder to win 60% of the time!)

Adding luck compresses the skill chain!

Page 12: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Connecting Skill and Luck

Chain seems to measure skill (more skill => longer chain)

But in fact measures returns to skill.

And so, very roughly:Returns to Skill = Skill – Luck

Page 13: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Sources of Luck

Explicit randomizers (cards, dice, RNGs)

Simultaneous choices (e.g. RPS) Human ignorance

Combinatorial (e.g. chess) Deliberate secrets (e.g. xword puzzles)

Page 14: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Luck: the Good

Increased range of competition Something to blame losses on Increased variety of gameplay Catchup mechanism Adds psychological interest

Page 15: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Luck: the Bad

Luck can be confusing. People are bad at probability Randomness can conceal feedback needed

to learn a game’s strategy

People like to feel they are masters of their own fate.

Historically, though, people tend to prefer games with more luck.

Page 16: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Luck: the Ugly

Experienced players may dislike luck because they think they’ll win more if the game has less.

This is both true and false. Designers are experienced, thus prone to

this trap.

Sometimes you should listen – but sometimes you shouldn’t.

Page 17: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Hidden Information

Things players don’t know: Private info – One knows, others

don’t. Special case: No players know, i.e.

uncertainty, i.e. luck!

Page 18: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Luck & Hidden Information Any source of luck is a source of HI

(the “special case”). Some kind of luck is needed to

generate hidden information. Sometimes private information

generates luck (e.g. RPS).

So the pros & cons of hidden information are very similar to those of luck.

Page 19: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Luck: One More Good

Luck, especially private info, can control calculation by decreasing the rewards to calculation.

Examples: die rolls in minis vs. chess random damage in an RTS dummy in bridge (reverse e.g.) secret victory points in German

board games

Page 20: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Luck Players Will Accept

Simultaneous choices, private info tend to be accepted over explicit randomizers.

“Pre-plan luck” over “post-plan luck”.

Entrenched audiences are tough. New platforms are an opportunity.

Page 21: GDC Canada May 2009 Joint work with Richard Garfield and Skaff Elias K. Robert Gutschera Senior Game Designer The Amazing Society krg@amazingsociety.com

Conclusion More luck doesn’t mean less skill! Adding luck to a game can be a

good thing. How you add it, and who your

audience is, can make all the difference.

Questions?

[email protected]