Text & slides of game designer Greg Costikyan's speech at GDC Austin '09.
"In general, we tend to think of randomness in games as a bad thing. Our sense of fiero or accomplishment at winning a game depends on the feeling that we have, in some sense, mastered it, and either that we out-played our opponents, or at least, in a soloplay game, overcame the challenges it posed by dint of hard work and skill. If, instead, we feel that we just got lucky -- or, worse, that someone else won even though we were obviously the smarter player, because they just got lucky -- we're likely to think less of the game.
But clearly many, many games have some random elements, and some are highly luck-dependent, and yet people continue to play them. What really is the role of randomness in games, and how can designers work to harness it to beneficial effect?"