This is a gross oversimplification. Randomness in games is like a knife. It can be used to make nice things, or to hurt.
Wesnoth is a good example of a game which is frustrating for many people. I think the reason is that it has randomoutcomes of decisions. Suppose you order a unit to attack another one. There's a base 0.6 chance to hit. The unit has 3 attacks each dealing 12 damage. What is the expected damage output ?
...so, if you're planning for the most common event - 24 damage - you're a fool, because it occurs only 43% of the time, less than half ! A bit like democracy, which is sometimes called tyranny of the minority. The example I used is actually simplified. In Wesnoth, each strike of an attack is followed by a counter-strike from the attacked unit. Not only the attacker's damage varies wildly, you can easily lose the unit without having it deal any damage. And such a random result when you make a good decision.
Counterexamples: Neuroshima Hex (board game), Seasons (board game), Mission in Space: Lost Colony (flash game). In all of these games randomness is used to improve variety. In MIS there's actually little randomness and it feels more like a puzzle. The most visible effect of randomness in the game is randomly chosen alien spawned. All 3 aliens have the same HP and movement speed, so it's not a big deal. Seasons is a card and dice game, but an unusual one. Each side of dice gives some options to choose and there are no good or bad sides, there only good or bad sides at this very moment. The cards you start with are not really random either, because the game uses draft mechanic: you take one card from your hand and pass your hand to your neighbor on the left. NeuroshimaHex is essentially a game with hexagonal cards. Randomness only determines what cards you draw, and once you do you place the hex-cards on the board. Once the battle resolves, it's deterministic.
The bottom line: I noticed that I much more enjoy games where randomness is used not to determine success/failure, but instead options available. That is, as long as the options are balanced relative to each other. Heroes of Might and Magic 3 has randomly selected spells and skills at levelup, but they range from awesome to pathetic. The result is frustration.
All of the games I mentioned (Except Heroes 3) are free. You can actually play both board games online, too.
24 damage happens 64% of the time, not 43%. Given that you can't use your spare attack elsewhere, the 3x damage even includes the pathway of the 2x damage event.
Another classic example of this randomness-pain is earlier versions of the Civ series, where you could lose tanks against pikemen or other ancient unit types. Not likely, but it hurt when it happened.
Comments
This is a gross oversimplification. Randomness in games is like a knife. It can be used to make nice things, or to hurt.
Wesnoth is a good example of a game which is frustrating for many people. I think the reason is that it has random outcomes of decisions. Suppose you order a unit to attack another one. There's a base 0.6 chance to hit. The unit has 3 attacks each dealing 12 damage. What is the expected damage output ?
...so, if you're planning for the most common event - 24 damage - you're a fool, because it occurs only 43% of the time, less than half ! A bit like democracy, which is sometimes called tyranny of the minority. The example I used is actually simplified. In Wesnoth, each strike of an attack is followed by a counter-strike from the attacked unit. Not only the attacker's damage varies wildly, you can easily lose the unit without having it deal any damage. And such a random result when you make a good decision.Counterexamples: Neuroshima Hex (board game), Seasons (board game), Mission in Space: Lost Colony (flash game). In all of these games randomness is used to improve variety. In MIS there's actually little randomness and it feels more like a puzzle. The most visible effect of randomness in the game is randomly chosen alien spawned. All 3 aliens have the same HP and movement speed, so it's not a big deal. Seasons is a card and dice game, but an unusual one. Each side of dice gives some options to choose and there are no good or bad sides, there only good or bad sides at this very moment. The cards you start with are not really random either, because the game uses draft mechanic: you take one card from your hand and pass your hand to your neighbor on the left. Neuroshima Hex is essentially a game with hexagonal cards. Randomness only determines what cards you draw, and once you do you place the hex-cards on the board. Once the battle resolves, it's deterministic.
The bottom line: I noticed that I much more enjoy games where randomness is used not to determine success/failure, but instead options available. That is, as long as the options are balanced relative to each other. Heroes of Might and Magic 3 has randomly selected spells and skills at levelup, but they range from awesome to pathetic. The result is frustration.
All of the games I mentioned (Except Heroes 3) are free. You can actually play both board games online, too.
24 damage happens 64% of the time, not 43%. Given that you can't use your spare attack elsewhere, the 3x damage even includes the pathway of the 2x damage event.
Another classic example of this randomness-pain is earlier versions of the Civ series, where you could lose tanks against pikemen or other ancient unit types. Not likely, but it hurt when it happened.