I was just thinking about the RNG in Doom, and it's something that I find absolutely brilliant. It shows that these people understood numbers, having played enough D&D to understand the effects of a truly random die roll. Doom resolves the problems with truly random results with the beautiful simplicity of a pre-determined list of results. It has the effect of feeling random, but it lets them hand-tweak the results to make some results a little higher than others to make players a little happier, and make sure that no random result is too similar to one that came before it. It's such a brilliant method that it seems to me like this is how most games should pursue RNG, so that they can avoid the problems found with truly random results.
And especially as I was thinking about that last statment, I began to wonder how these same people handled RNG in their later games. So... How does Quake, Quake 2, and Quake 3 handle RNG? How do they create their random values?
Last Edit: May 4, 2019 20:11:59 GMT -5 by marscaleb