oh, Keith Burgun is no dev of FTL. He designed a few games of his own:
100 Rogues was before he embarked on a crusade against randomness.
He took over the gamedesign subreddit, so this nonsense about randomness being evil incarnate may have reached beyond his own games
Edit: I have nothing against deterministic games. I just hate it when people argue that it is the only way to go. Blood Bowl would certainly not be better without dicerolls, nor chess with to hit rolls.
Its amazing to me that game designers who code can 't properly understand the place or point of RNG. Often people who whine about randomness (and often even numbers) in games simply don't understand programing or game design, which is why I always find it amazing that computer game programmers can fall into this shit way of thinking. Designing a totally 100% if/then flow chart type game system is the most boring and mundane crap in the world.
Many people seem to feel that if you do away with randomness and 'luck' that it will be a better game system or that randomness is just some sort of crutch or replacement for actual gaming systems. I agree that the procedural phenomena is annoying and overly used, but randomness used correctly and in the right places and degree only enhances game play and replayability. RNG simulates the chaos of battle etc better than anything a human would purposefully design. Its my opinion that games should have more purposeful and human designed systems, maps, encounters and story while sprinkling in some randomness in those areas-but that the best place for randomness is in the combat system for things like initiative, surprise, events, and damage. Things that make you have to change strategy and tactics on the fly. RNG to design maps and encounters and loot is where randomness is used poorly and too often and too lazily IMO.
For some reason the idea that RNG equates to luck and is 'bad' seems to have infected the millennial generation. I have a brother 20 years younger than me and he and all his friends are just in love with those soulless German/euro type board games where you do some stupid shit like run a paint factory or control a cities electricity supply. Honestly it does not matter what the game is about, they just plaster any theme on top of the mechanics which is why the games are so soulless and mundane. I am overcome with a feeling of intense boredom and tedium whenever I look at the game boxes. I would rather watch reruns of leave it to beaver or do my dishes or laundry than play one of those games. In fact I think there is probably a game where you organize your daily chores like buying milk at the store or picking up your kids from school and organizing their afternoon practices and homework and bath time.
They seem to love the games deterministic mechanics and consider anything RNG as 'bad' and as being "just based on luck". Honestly it feels like a hipster type thing where people hear some guy rant about RNG and luck and think they have discovered some new 'progressive' type game mechanics that makes them feel smart and edgy. People who fall for this shit are the dame dipshits who think communism sounds 'fair' and awesome. Its the same type of faulty logic. I immediately lose interest in a game if any of the creators start talking about RNG and luck in this negative fashion because it usually means the game will be a shallow shitty game based on a few repetitive and boring mechanics which often are just a variation of rock/paper/scissor plastered over identical units whose differences are simply aesthetic. Some hipsters call this elegant game design, but really its almost always just boring mental masturbation.
Probably nobody here has played the board wargames by Dean Esigg of multi-man publishing, but in his operational series of wargames (for example:
https://boardgamegeek.com/boardgame/12234/dak2 ) he uses randomness in the combat system that is truly amazing and inventive but most importantly, it is also fun. He does it in a way that addresses many of the problems of turned based gaming where the players know too much information and have too much and perfect control over their units. The way he uses randomness reintroduces chaos and unpredictability. You can roll up to a seemingly weak enemy with an overwhelming force and find out that your force recon was way off about the enemies strength and or location which ends up with your planned overwhelming and easy victory turning into a surprise and ambush by a more prepared enemy than had been expected.
It is this unpredictability that makes the game tense and exciting. Having to recover and change strategy based on this unpredictability is a better simulation of reality and war than simply moving a certain exact and known number of combat points next to an enemy whose strength is also 100% known and then getting a completely identical result each and every time. That is not realistic, but moreover it is not much fun either IMO.
I know these seemingly archaic type of board wargames are not very popular perhaps (and really they have always been somewhat niche), but since I have got back into board wargaming over the last few years I have realized that these boardgames and their designers have not sat still over the last 30 years, but that in fact modern board wargames have seemed to become more inventive and pushed the envelope of what is possible when compared to their computer game counterparts.
I think it may be that low tech boardgames force the creators to be more creative compared to computer-game designers who have perhaps become somewhat disconnected from their boardgame past while lazily relying more and more on raw computer power in the place of game and system design (i.e. procedural maps, loot, and even procedural story telling etc...). Also the boardgame designers have been under much more pressure to innovate and figure out ways to increase immersion and narrative in response to computer games which can more easily introduce story telling and immersion due to the nature of their underlying medium.
I believe it could possibly do some good for computer game designers to reconnect with their boardgame roots as far as game mechanics go. I think it is a mistake for computer game designers to divorce themselves of boardgame mechanics, which is something I think many of them do. I think they often think of boardgames and their mechanics as having only existed due to the limitations of technology. Its the same type of thinking that you hear sometimes about turn based vs. real-time, where some modern people believe all turn-based games in the past really wanted to be real-time games and that the only reason turn-based games existed was because computers were not advanced enough to do real-time games yet..
Which is of course completely wrong, since some of the very first and most popular computer games were pong, lunar lander, asteroids etc...
BGG link to above mentioned wargame:
https://boardgamegeek.com/boardgame/12234/dak2