CGD Podcast Episode 22: Mind Games and Reading the Opponent


What does it mean for a game to involve a lot of “mind games”? Can you really make “reads” off of an opponent and predict what he’s going to do? What’s the difference between “reading the opponent” and “a lucky guess”? This episode explores these questions, discussing games like Poker, Street Fighter, Rock Paper Scissors, Yomi and more.

Support the show on Patreon by clicking HERE!

14 Points on Randomness

My last post, Game Placebo, got a lot of good feedback – more positive and constructive than usual, I’d say, which is nice. I also sent the article to DanC, who responded to me directly about it. He then wrote a G+ article about the topic of randomness, which led to a Lost Garden article. I feel happy to – at least partially – have been the inspiration for a Lost Garden article, being that that blog was my primary inspiration to begin writing about games almost a decade ago.

My position is that output randomness should not be a part of ideal game design. Right now I’ll try to break down my reasoning into discrete blocks that should help conversation about it.

Output randomness is randomness that affects a game after the player’s decision that decides the outcome. So, I decide to attack, and then there’s a dice roll to see if it worked or not. That’s output randomness. Input randomness, on the other hand, would be something like map generation or some face-up market cards that are available to all players. Although there can be improper implementations of input randomness that cause it to have similar problems as output randomness, input randomness is not what I’m talking about in this article.


The Points

I’ve put this in a list format.  Please read each point, and let me know which point does not work for you, and why (if any).


  • Point 1:  The act of coming to understand something is of value to human beings.  It is both enriching and entertaining to us, by our very nature.
  • Point 2: Games are valuable to human beings to the point that they allow us to understand them. If a game leads us smoothly to understand its lessons (accessibility / easy-to-learn), yet also has a very long, seemingly endless set of lessons to teach (depth / difficult-to-master), then that is a game that has great value to humans. Continue reading

Game Placebo

Homeopathy, for those who don’t know, is a form of alternative “medicine”.  It involves diluting an active medicinal ingredient into a solution so many times that there ends up being a mathematically near-zero chance of the solution containing even a single molecule of the active ingredient. Yet the United States spent 3.1 billion on homeopathic products in 2007, which can seem pretty strange to someone who understands what it really is.

Now, clearly homeopathy doesn’t “work” in the sense of having actual medicinal effects.  Homeopaths have tried to claim that it does by conjuring all sorts of bizarre theories, one of the most common being that “water has a memory” – it can “remember” the molecules that used to be in it, and somehow that memory has an effect. Whatever – pretty obviously nonsense but that’s not what concerns me here.

Delicious. It’s impossible for anyone to tell the difference between pure sugar pills and homeopathic drugs. That’s because they are the exact same thing.

What does interest me is the fact that homeopathy does work in the sense that people think it works. The placebo effect is very powerful (for some kinds of ailments, anyway), and having a “school of medicine” with practitioners all telling you that this sugar pill will stop your headache may alleviate the pain, since pain is understood to be a highly subjective sense that can be affected by the state of mind of a person.  The simple concept that “you’re being taken care of now, everything will be OK” may bring comfort to that person.  Here’s a really great Derren Brown video showing the great power of placebo. Continue reading