RNG isn’t challenge.
It is. The inability to know what is coming next and having to adapt is indeed the basis of most game’s version of challenge. Procedurally generated games work entirely on this premise. RNG is not just challenge but it is the core challenge of almost every game. There is no replay value from a difficulty standpoint in games with deterministic enemies, i.e. Dark Souls where you always know who is behind the corner, but the first time it’s that ignorance that makes the game challenging.
Randomness is just perpetual ignorance for you, the gamer, to overcome.
RNG is a time sink with an indeterminate end. No amount of skill or reflexes will overcome RNG. It’s just you banging your head against the wall until the wall gives or your head does.
This is not randomness. This is persistence. They’re different. Randomness is indeed outside the player’s control but persistence is; you want an item? You kill Gorblock the Inseminated until you get it. That’s persistence. You just want to get to the next level? You pick up the loot that is best and you keep going until the next level making decisions A vs B hoping you chose correctly and that having no lightning res will work out for you. That’s randomness.
Overcoming randomness and ignorance requires skill. Persistence, killing Gorblock after learning everything about them repeatedly to the point where you have taken all the ignorance out of the encounter and simply waiting for an outcome that you already know exists thus culling randomness altogether, that’s just player driven behavior.
Developers can’t control player driven behaviors for the most part.
There’s plenty of room for well-designed RNG. That’s not what Blizzard offers. It’s their most recent unimaginative iteration on the same old thing because they don’t have any good ideas… they’re just stacking the same old thing.
Players don’t like new things. I wish this myth would die. When people talk about game design it’s like nails on chalkboard to me most of the time because the same people who talk about how brilliant past ideas were should realize that in the past those same ideas were thought of as garbage. “It’s the same rehashed …” → That’s what you seek out. You buy these games because it’s the same rehashed thing.
RNG introduced in new ways is being rejected. For example tempering in most games of the past is deterministic; you take thing, you ask guy, he puts thing on weapon using resource X. That’s it. The “RNG on RNG on RNG” is merely one level added to this process that you don’t always get what you want and it doesn’t always go your way. And this is too much. It’s “hardcore elite” to want to add even one extra layer of non-deterministic elements to the game even though you have guaranteed localization and high amounts of control over the process. Significantly more than in the past.
Yet, it’s too much, because it’s different.
So that myth needs to just die.
So tell me where this compelling challenge is.
Fundamentally the challenge is present dev. side not player side. And that’s actually good. You want playersided challenge, i.e. “perfect rolls for my perfect paladin” and D4 won’t give it to you. Like it’s good that it says, “No.” sometimes, and yeah, you might only get +48% fire damage instead of a perfect roll and have to live with it. Boo - hoo. Good. Adapt. Figure it out.
And this is about the spires at that; so refocusing on that, the fact that the game doesn’t just give you the events you want isn’t bad because there is no RNG in the whole event sphere. No OTHER event has any unpredictability in it. World Boss? Known. Legion? Known. Pit? Arbitrary. Citadel? Known. Seasonal Events? Known.
And ya’ll made that soulspires exist and make you have to click one more time.