
20: Going Into the Void (Bastards) with Cara Ellison and Farbs
Eggplant: The Secret Lives of Games
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Randomization Principles in Game Design
I think we kind of got there pretty quickly. And that was really more of a just due to production constraints. It just seemed like these are the things we can randomize easily and well. And these are the thing we can't randomize quite so well. But you know what? We're not even sure we want to. So yeah, it just seemed like the natural choice for this particular game. I definitely remember everyone saying like, you know, we don't think it's fun to encounter a completely new layout of a ship each time.
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