Quote Originally Posted by Phenidate View Post
This article actually does a fantastic job of summing up Luck in games: http://www.gamasutra.com/view/featur...uck.php?page=1
Interesting article, but I believe luck in games can be even more generalized with a gradient between "luck that can be controlled by the player", and "luck that can't be controlled by the player."

Also using Tetris as an example, is a perfect display of luck that is controlled by the player. You don't choose which blocks fall, but you're able to make due with this by placing the blocks where they fit the best. The control comes in the form of allowing the player to place the blocks where they want. And thus, the player can perfectly account for the random element of the game.

The current crafting system has very little player controlled luck, which drives me up a wall sometimes. Not really in terms of HQ, but just in terms of some really unlucky synths. I don't normally screw up a synth, but the once every 15-20ish times is still really discouraging. The player should always feel like they have influence over the outcome of the game.