What Weird Worlds offers is an enormous deck of variables: what aliens you meet and what gear you find, and shuffles them up every game.
The roguelike is a genre that is about developing skills to compete with randomness. While a basic core set of rules make-up the gameplay, the things that you will be encountering will always be presented randomly. There will be a different set of items for you to find, a different way that you’ll progress through the world, and the player must rely on their judgment and skill to progress. For many players in competitive games, the goal is to find as many ways as possible to reduce the effects of randomness so that they can always win. Greg Costikyan notes in an excellent post about randomness in games that “if 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”. Yet creating a balanced game design where the randomness keeps players on their toes without seeming unfair is hard to do. One of the best examples of balanced randomness is the indie classic Weird Worlds: Return to Infinite Space. Playing like a cross between Solitaire and Star Control 2, it offers an interesting take on games that randomly create their worlds because many sessions do boil down to pure luck. It still stays engaging precisely because the strategy of the game is learning to work with what you’ve got.
At the start of each session, you’re asked if you want to operate as a scientist, pirate, or military vessel. Ship type will decide which scoring system will apply to that session: military awards points for signing treaties and defeating enemies while science awards points for collecting artifacts and animals. The size of the galaxy that you’re in adjusts how long the play session will be, enemy strength can be adjusted for those wanting to rev up the combat, and nebula mass can be changed to make navigating the map more difficult. Less nebulae means that the galaxy can be travelled around much faster. Playing as the science vessel is a fairly calm experience, you don’t have enough weapons to do much combat. You move around the galaxy collecting artifacts and trying to find ways to get various aliens to talk to you. The military version, on the other hand, is a tough grind as you search for stronger weapons then start taking on anyone that you think you’ve got an edge on. Piracy is a bit more random as you snatch anything that you can find. The scientist mission usually ends peacefully because you never bother with fighting while military missions typically end violently with you biting off more than you can chew.