Uncertainty is the vital essence of a game, and randomness is the most surefire, repeatable source of uncertainty in video games. However, carelessly used randomness can feel unfair in a way that puts a sour taste in players mouths. In this talk, Ezra Szanton will explain 9 strategies for making randomness feel fair. Some are mathematical solutions that change the real odds, but many are psychological tricks that can make the same mathematical truth feel more fair. He’ll discuss the ethical implications, practical implementation concerns, and emotional reactions each strategy brings.
Ezra Szanton is a Baltimore-based game designer and programmer. His most successful games span many genres. His work explores everyday horrors found in mundane objects, elegant systems, and the joys and sorrows of pure randomness.
His games include:
- “Mr Magpie’s Harmless Card Game” is a roguelike deckbuilder published by Behaviour Interactive
- “Domino Grove” is a daily puzzle game coming to the Boston Globe in 2027
- “Be Honest” is a horror personality quiz that has been played by over 400 thousand people

