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Randomness is not equal. There are a variety of flavors, including white, brown, and pink noise, input randomness, and output randomness. Because the impact of randomness is more visible in tabletop games, using the appropriate technique is critical to generate the desired player experience. This talk examines the different types of randomness, when each is applicable, and how to generate and use them in a board game context.
Attendees will learn about two different axes of randomness: the white-pink-brown spectrum of random frequencies, and the input-output spectrum of randomness on player decision-making, along with an understanding of when to use each, and different ways to generate them in the context of tabletop games.
Game designers looking to fine-tune their design work and avoid pitfalls when trying to generate specific player experiences.