And part of it might be that non-randomness seems sort of cold and sterile and inhuman to me. Sometimes, you do everything right and you still fail. That's the human condition.
And then, meaning no offense, the kind of players who are put off by luck sometimes rub me the wrong way. They often seem to put way too much of their personal self-worth on the outcome of a game. I'm all for rigorous fairness in things that matter, things that affect people's lives, but this is supposed to be a relaxing diversion.
I've recently gotten into boardgames, and the ones I enjoy the most follow this line of thought (in particular Caylus and Terra Mystica).
Then I understood I just had bad tactics.
If you fight the right way (cover every units' back, use beefier units to guard weaker ones) you don't suffer from bad luck nearly so much because you don't hang on the edge and can stand few bad blows.
If you remove the morality and ethical language, I have had some fun answering questions experimentally along the lines of "is it even theoretically possible even with save scumming to (insert unusual and adventurous idea/tactic here)" Yes I'm quite literate and I understand the scenario is trying to railroad me into following a certain very narrow track of gameplay, but I want to explore well outside that narrow track. Or rephrased, my idea of a fun "narrow track of tactics" doesn't map identically to a scenario designers "narrow track of tactics"
This is a fundamental moral / ethical difference between computer based (mmo)RPGs and paper/pencil RPGs, on the computer creativity is seen as inherently wrong, and on paper/pencil creativity is seen as correct. There's probably a startup idea or two buried in there. The world already has too many rules lawyer paper games, but a computer game that rewards creativity without turning into a themeless story free sandbox is a somewhat unsolved problem. There do exist some, especially historical, but to say its an underserved market would be an understatement.
Edit: I remembered a quote I liked from early on in Iain Banks' The Player of Games. While I still like chess (and take issue with the notion that reality is built on chance, rather than our predictive measurements of reality restricted to chance due to us being part of reality not outside it) I thought this was a pretty great put-down of games without chance at all:
"All reality is a game. Physics at its most fundamental, the very fabric of our universe, results directly from the interaction of certain fairly simple rules, and chance; the same description may be applied to the best, most elegant and both intellectually and aesthetically satisfying games. By being unknowable, by resulting from events which, at the sub-atomic level, cannot be fully predicted, the future remains make-able, and retains the possibility of change, the hope of coming to prevail; victory, to use an unfashionable word. In this, the future is a game; time is one of the rules. Generally, all the best mechanistic games - those which can be played in any sense "perfectly", such as a grid, Prallian scope, 'nkraytle, chess, Farnic dimensions - can be traced to civilisations lacking a realistic view of the universe (let alone the reality). They are also, I might add, invariably pre-machine-sentience societies.
"The very first-rank games acknowledge the element of chance, even if they rightly restrict raw luck. To attempt to construct a game on any other lines, no matter how complicated and subtle the rules are, and regardless of the scale and differentiation of the playing volume and the variety of the powers and attibutes of the pieces, is inevitably to schackle oneself to a conspectus which is not merely socially but techno-philosophically lagging several ages behind our own. As a historical exercise it might have some value. As a work of the intellect, it's just a waste of time. If you want to make something old-fashioned, why not build a wooden sailing boat, or a steam engine? They're just as complicated and demanding as a mechanistic game, and you'll keep fit at the same time."
It is more common practice in games like RPGs, but less looked down upon, since certain quest lines and story elements are mutually exclusive. Think of the typical choice of being a "good" or "evil" character, and how they sometimes lead to different subquests.
I can't speak to multiplayer, but one of the most interesting parts of the game is thinking about how to approach each scenario so that even when things take a turn for the worse, the units you lose are expendable.
This means things like purchasing low tier units to pad your ranks, not positioning key units where better-than average odds will take them down, and occasionally sending out a sacrifical lamb to prevent your lines getting broken.
I think a save at the start of each scenario provides a good balance of tension. If you reach for the save/reload buttons every turn, you'll tend not to learn the skills you need to play successfully and enjoyably.
Occasionally you'll hit a wall where it seems like you have to rely on unusually good luck to succeed. This is usually a signal that you've either lost too many key units, or that your composition isn't right for the campaign. That just means it's time to replay at an earlier point with your new knowledge.
I do agree that it would become a lot less interesting at high-level play without luck, though. That's pretty much the price you pay for having turns, as a game designer.
Boy, it was a blast, for weeks and weeks I played all the scenarios and campaigns and I got really good at it. Every now and then I go back to it even today, just to play a few scenarios.
I met the main developers at Fosdem this year and they are great people, they are doing an amazing job with this game. Kudos to them.
It was great. Remember that one of them had a great presentation about importance of designing their game in data and not in code, to allow non-developers to participate.
I managed to read around 10 books in the first week I was hospitalized, my parents didn't know what to provide me anymore because I just tore through every piece of literature I could find.
And I couldn't even access the developer's website (www.androthsoft.com). If the money went to the authors/official website I'd buy it in a heartbeat, but in the current situation I'd rather circumvent the official download channels...
https://github.com/cjhopman/Wesnoth-1.8-for-Android
The "Is that legal?" question is extremely complicated because you're looking for a positive answer in a marketplace full of a bazillion theoretical negative answers. They're not "selling GPL without releasing the source" as long as github doesn't go out of business. Is it legal, in the sense that there used to be a raging debate if your agreement to sell on the apple store was invalid thus illegal if you "sold" GPL'd software, which I stopped caring about once I got rid of my last iDevice and went all Android, so it may or may not be legal to "sell" GPL software on at least some app stores. Another app store example, for no reason I'm aware of, wesnoth used to be stuck in the incoming queue on fdroid, I donno why or if that was ever resolved or if it had anything to do at all with the license.
"If the money went to the authors/official website I'd buy it in a heartbeat"
Well, CJ is listed by name on
http://wiki.wesnoth.org/Credits
Along with about 500 other people. I suppose paying one of the 500 is superior to paying none of them. Personally I think the work he did to port is worth a "tip" so I paid for it a long time ago.
Being reminded that this game exists and seeing that the project is still going makes me super happy.
While I see the value of Wesnoth, it's not my kind of game. Now a constructed card game, that I enjoy!
Browsing that website, I think the game rules should be easier to find.
A similar game hooked me on programming at an early age. It's called Graal and you had to pay to contribute. I wish I had found this game instead.
Did you want to show us the source code specifically?
This is also about as close as you're going to get to a native Advance Wars game on PCs. If you've played any of the AW games (GBA and DS) you'll know how addictive they can be.
I personally enjoy the "SurvivalX" family of single-unit multiplayer RPG campaigns: you have a party of adventurers, one unit per player, that gain experience and gold through combat, and can develop skills, spells, abilities, new weapons, and otherwise become more powerful, leading up to large boss fights against the leaders of the opposing armies. And when you lose your one unit, you lose.
RPG scenarios provide a very different feel from the standard game of Wesnoth, but personally I enjoy them far more.