Randomness is an important factor in games, so much so that some games rely almost purely on it for its outcomes and increase players' engagement with them. However, randomness can affect the game experience depending on when it occurs in a game, altering the chances of planning for a player. In this paper, we refer to it as "input-output randomness". Input-output randomness is a cornerstone of collectable card games like Hearthstone, in which cards are drawn randomly (input randomness) and have random effects when played (output randomness). While the topic might have been commonly discussed by game designers and be present in many games, few empirical studies have been performed to evaluate the effects of these different kinds of randomness on the players' satisfaction. This research investigates the effects of input-output randomness on collectable card games across four input-output randomness conditions. We have developed our own collectable card game and experimented with the different kinds of randomness with the game. Our results suggest that input randomness can significantly impact game satisfaction negatively. Overall, our results present helpful considerations on how and when to apply randomness in game design when aiming for players' satisfaction.
翻译:随机性是游戏中的一个重要因素, 以至于有些游戏几乎完全依赖它来取得其结果, 并且增加了玩家与游戏者的互动。 然而, 随机性会影响游戏经验, 取决于游戏中发生的时候, 改变一个玩家的规划机会。 在本文中, 我们把它称为“ 输入- 输出随机性 ” 。 输入- 输出随机性是像赫特斯通这样的可收集的纸牌游戏的基石, 贺卡随机抽取, 玩牌时会产生随机效果( 输出随机性 ) 。 虽然游戏设计者通常会讨论这个话题, 并且会在许多游戏中出现。 但是, 很少有经验性研究来评估这些不同种类的随机性对玩家满意度的影响。 这项研究调查了四个输入- 输出随机性纸牌游戏在四个输入- 输出随机性条件下对可收集的纸牌游戏的影响。 我们开发了我们自己的可收集的纸牌游戏, 并试验了不同种类的随机性游戏。 我们的结果表明, 输入随机性会显著地影响游戏的满意性。 总之, 我们的结果提出了如何以及何时在设计游戏中应用随机性时, 在游戏中应用游戏中应用随机性时, 。