dc.description.abstract | This book is the result of my academic thought of the last few years, my
own ongoing development of a somewhat unusual procedurally generated
game and the considerable period of time I previously spent playing a
rather unpredictable card game as my primary source of income. It starts
from what I first perceived as being merely a linguistic vexation, but
which eventually grew into a somewhat broader one, a realization that the
vocabulary to adequately and fully experientially describe games which
deploy unpredictability in different ways did not yet exist. Or, rather, that
the words appropriate to such a vocabulary did exist, but we were using
them as synonyms rather than as clearly distinguishing terms. Are games
which we say contain randomness, or chance, or luck, really all that similar
to one another? And if – as I argue in this work – they are not, how do
these factors vary across games and lead to sometimes quite profoundly
different experiences? Studying the unpredictability of gameplay means
understanding how players negotiate with, and understand, game systems
which can be often opaque, and seemingly unfair. It means understanding
why some players delight in the play of unpredictability, why other players
attempt to constrain or curtail or circumscribe the play of unpredictability
and why games ranging from slot machines to grand strategy board games,
and from poker to role-playing games, are so compelling. It also means
unpicking terms such as ‘games of chance’ into a larger sets of categories or
terms, which allow us to discover conceptual and experiential distinctions
between them. Most games – both contemporary and historical – contain
some element of what I will define in this work as ‘unpredictability’, and
understanding unpredictability is consequently crucial for understanding
experiences of gameplay as a whole | vi |