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gamers who play games with a lot of RNG pretty consistently talk as if luck is a conserved quantity (i can't tell how jokingly) - like you can "use up" luck in one segment of a game and that'll doom you for the next segment
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i could dismiss this as people not understanding how probability works with independent events except the funny thing is they *aren't* independent! game RNG is always pseudorandom. depending on the game it can deviate from random enough to be easily manipulable
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the way a lot of game RNG works is that a list of numbers is generated based on some seeds (which are often under player control, e.g. step count) and "random" events go down the list when they need the next "random" number to decide what to do. so it's all deterministic
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idk if this is enough to even partially rehabilitate the seemingly pretty strong intuition that luck is conserved but it's something. PRNGs aren't "actually random," they're just complicated enough that there aren't any blatantly obvious patterns
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idk where i'm going w this, we could transition to a discussion of what "actually random" could possibly mean and whether anything could possibly be "actually random" other than literal quantum stuff. there's something i want to respect about "naive" intuitions about luck here
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Regression to the mean? Or perhaps it's just how some people temper their expectations ("that was uncommon, don't get used to it" as opposed to "I literally used up luck")
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Oldschool RuneScape players talk about this often, it’s called “going dry” specifically once you reach the expected rarity of the drop (i.e. 512 kills on a 1/512 item)