
39: The Tricks of the Toolkit with Mark Brown (Game Maker's Toolkit)
Eggplant: The Secret Lives of Games
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The Bizarre Meta Component of Randomness
Mark: There's a really significant difference between the feelings that randomness inspires in us when it's implemented poorly or when we perceive that as being implemented poorly. So like, for example, when input randomness is bad, we feel often that like the game is stupid or boring or easy or too hard. If you get if you get a spunky level and the floor is all the way, well, all jetpacks sounds fun.
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