![]() ![]() “Good luck” in a randomized game is subjective. The latter is particularly relevant here: games with systems that make failure random and fun are better as shared experiences than games that require constant reloading (or linear games that play almost identically every time). Games built on interlocking, randomized systems are increasingly popular, thanks in part to the upswing of PC gaming and the importance of streaming and Let’s Plays. Designing a game that’s both random and consistently engaging is a problem I thought about constantly during my recent time with Stellaris, Paradox’s latest epic space strategy game. ![]() It’s a difficult combination to find and perhaps an even harder one to design. It was like World War I in space after the assassination of some alien archduke.Įver since then, I’ve been looking for a game that combines complex strategic systems with random events so magnificently. The tenuous peace was shattered, war was declared, and two massive alliances tore the galaxy in half. Then, suddenly, the game triggered a random event that caused my ambassador to try to kill a rival leader. The galaxy had been at peace for a while, if tenuously, with me as one of the surviving seven or so empires. It happened late in an epic campaign, in which the entire galaxy had been colonized and everyone was cozy in an alliance. My favorite memory from a grand strategy game comes from the original Master of Orion. ![]()
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