Almost every game has an element of luck in it. Some games suck as Candyland, and Battleship, are almost entirely luck. Some games like Go, or Chess™, claim to have no luck (but even in these cases, someone has to be chosen to go first). But i’m not here to look at the extremes on the scale of luck. I’m here to talk about “why people put luck in their games?” and “what counts as too much (or to little) luck?”.
One of the main reasons people put luck in their games is to provide uncertainty. A game where you know exactly what will happen isn’t really a game anymore, you would always know the best decision to make, so there would no longer be any strategic thinking involved. There are a couple ways to stop this from happening, one way is to simply have too many possibilities for a human to calculate, another way is to have some information hidden from certain players, and of course the aforementioned approach of adding luck.
Another big reason to add luck into a game is to add excitement. The tension of rolling a 6 sided dice and needing it to land on a 6 is an extremely fun experience. And it’s made even better if it does land on a 6, but the key part is that if it doesn’t land on a 6 it is still a fun experience. What’s less fun is rolling a 6 sided dice and needing it not to land on a 1, and it lands on a stupid 1! The key difference between these 2 scenarios is that in the first one you are not expecting a positive result, so a failed roll is not a disappointment. But in the second scenario you are expecting a success, so if you fail you will fell like it should have been a success, and that it was stolen away from you by some cruel luck god.
So what i’m saying is that you should always make the chance of rolling something successfully in a game unlikely? No, i’m not saying that, there are couple reasons for this: For example if you’re rolling against another player and you only succeed on a 6, if you roll a 6 it will feel just as bad for that other player as it would for you when you roll a 1 on a die when any other number would have worked. One of the other reasons to not just have unlikely chances is to make calculating risk vs reward more interesting. If certain actions in your game have a higher chance of succeeding but aren’t as good as actions with lower chances of succeeding , that adds an interesting layer of strategy.
But I think the most interesting way to use luck is to change that game in ways that will affect all players relatively equally. For example a supply and demand system having prices change every round would fit in this category. Let’s say in this hypothetical supply and demand example you have invested heavily in creme brûlée (a wise move). At the begging of the round you roll the supply and demand dice and creme brûlée goes down in value! But you won’t feel as upset as you would if you failed to roll a certain number on a dice, because this dice roll effects everyone. This can be made to work even better if different dice have different risk values.
You might be saying “wait a second, how’s this any different from the previous examples?”. Fair enough, they do sound very similar, but the outcome effecting everyone really does change things. Even if you backed creme brûlée and nobody else did, you would still feel like you’re no less unlucky than the other players (even if you are). Because that game tricks you into thinking that all the players are having the same luck. This system adds uncertainty (and to a lesser extent: excitement), but it doesn’t add the feeling of you being robbed of the win.
If you think you finally understand what i’m trying to say, think again! Because i’m going to contradict myself once more. I don’t think you should use the previously mentioned method in all games. Because using this method means that the whole table must be involved in every dice roll. If there is a combat between two players (and there are more than two players in the game) then you will need some system to resolve the combat. If we assume that for the sake of this example you want there to be some uncertainty. Now, you can do this with hidden information instead of luck, and a lot of the time that works very well. But if you’re using hidden information you’re probably using secret cards. And how are you going to draw those cards? through luck. If you let people choose what cards to draw they will always choose the best one. And if you know what card someone will choose, then the information isn’t hidden. But you can fix this by making there not be a “best card”. You can make a system where card one beats card two, and card two beats card three, and card three beats card one. Like rock paper scissors. And what’s the main mechanic of rock paper scissors? Luck!
I have rambled a lot now, so let me boil this all down into a small bowl of stew. Luck and uncertainty are like wasabi and steak (they can’t be separated). Games without uncertainty aren’t fun, and as I hope i’ve convinced you, luck is needed for uncertainty. So luck is a necessary evil? Well… maybe, I think that we have to realise something which sounds obvious: that first and foremost, games should be fun. You can have a game that’s design is objectively amazing, but in practice is not fun. You can have a game that’s design is terrible, but it still remains fun. And luck adds and subtracts fun from games. It adds fun in the form of excitement, and subtracts fun by making winning and losing feel less in the players’ control. If you just want a straight up answer to the question “is luck bad?” I would say no, it’s not. But the question of how much luck to put in a game can be an extremely important one. I’ll end by giving a piece of advice about when to put luck into your games. Look at an aspect that involves luck in your game, and look at every possible outcome. And if all of those outcomes are fun, then put it in your game, otherwise don’t.