This got me to thinking while tinkering with numbers.
When is a game, a game?
And when is a game more of a simulation?
What counts as a game?
And not just as a oversized "calculator" for an outcome?
I always knew that I needed to make sure that a die roll was short, fast, effective, and a gamble for the player.
But what about the long run?
How can we make sure that in the long run, the outcome is vague and unsure. Despite players applying strategy. Let's say, the Standard Deviation of the entire game. How "big", should it be?
For a certain game. I have been calculating how long targets live. My goal is to have several paths laid out for the player to choose from. At a certain level, the choice is balanced. Of course, when the level is too low. One path will be slower than the other. Or vice versa when a level is higher.
Not sure if my calculations are correct here:
https://boardgamegeek.com/thread/869326/post-probability-questions-here/...
But it turns out that a creature has a durability in a number of die rolls. Which costs time in the game. 2/3rd of the time, these results are happening.
Goblin is 2 to 6 rolls, average of 4.
Orc is 3 to 9 rolls, average of 6.
The player has a d6-3 for these encounters.
At the end the Warlord has to be defeated with a d6-5.
The number of die rolls are this time 7 to 11, average of 9.
It is NOT a co-op.
Players can stop each other.
Fight each other.
And then the target can either escape or get hyjacked/stolen.
The thing is, I am not sure about the size of the standard deviation in the number of rolls.
Not only do I want the player to feel the rush of having to run to a nice target. I want the player to feel secure when they take the journey. And I want the player to actually see in time that, there is a chance or not, to their goal.
I am trying to see if it still feels right by also looking at how strong the SD is compared to the average.
The Goblin has a SD=2 on average=4. This is 50%.
The Orc has a SD=3 on average=6. This is again 50%.
But the Warlord (in that stage) has an SD=2 on average=9. This is only 22%.
Should I look at this percentage SD effectivness? Or should I look at the absolute numbers? I don't know to be honest.
I mean, having a SD being relatively low means that a player needs to think less on the decision. There is less room for a gamble. And if the gamble is not existing, then it is simply running a simulator in my eye's.
Although 22% is still big. Especially for that last event.
At what "percentage", do you think a game is no longer a game?