Simon Parkin for Nautilus on how luck is engineered into video games. Some examples include near misses on slot machines (it’s actually illegal to deliberately manipulate these into happening, although since slot machines are now fully electronic it’s technically possible), the gameReally Bad Chess (chess with random peaces), and combat mechanics in video games that are tweaked to not follow the laws of probability. Because people get mad at actual randomness.
Michael Lugo 1 Minute
Published by Michael Lugo