First, a brief history of RPGs and how they used randomness. MMORPGs draw heavy inspiration from modern Dungeons & Dragons, which in turn draws heavy inspiration from classic wargaming, specifically the game Chainmail, as both were originally created by Gary Gygax.
Randomness in those sorts of games serves two main uses: ease of abstraction and arbitration, and drama. For abstraction and arbitration, consider the following. Rather than try to simulate the physics of exactly how strong someone would be based on their genetics, upbringing, and training, instead they recognize that the results of all of that tend to fall on a normal curve and can map that to the result of adding up 3 6-sided dice. Rather than try to figure out the physics of how exactly someone swinging an ax at someone else resolves, they instead abstract that into a random chance to hit, and random damage if it hits.
For the drama side, leaving the fate of the characters or direction up to the dice creates palpable moments of tension for the players. If the heroes are hanging on by a thread and they've got one last-ditch effort to win the day, everyone is on the edge of their seat as the dice are falling. The randomness also builds in novelty of situation to the game, as situations are unlikely to be the same, even when you start from the same position. Players attempting to optimize now have to reason about probability as they think through their options and lines.
When table-top RPGs became computerized, they often ported these systems over directly. These made for great games. Eventually, the genre moved to the more modern approaches seen in Everquest and World of Warcraft. During the transition, a lot of the original decisions stayed. D&D had armor class and saving throws, and so attacks and abilities in MMOs had chances to miss. D&D was turned-based, and so MMO combat was built as if both people were taking turns but at the same time.
At the same time as MMOs were being developed, other genres with different models for combat were also advancing. Adventure games like LoZ: A Link To The Past included a concept called hit-stop: if you hit an enemy, it would interrupt it from attacking you. If it hit you, it would interrupt you from attacking it. This lead to gameplay where you had to carefully time your attacks and choose the proper distance/spacing to attack from. Action games like Devil May Cry took this further, allowing a high degree of character freedom and made enemies react differently to different attacks that Dante performed. Check out this video for a comprehensive visual explainer on these concepts.
As the physics and combat in games became more and more sophisticated, we had to rely less and less on attempting to mathematically model outcomes, like we did in tabletops. We don't have to say "a skilled fighter attacks another skilled fighter, there's a 60% chance they'll draw blood" when one player can pilot the skilled fighter and choose the angle and speed of their thrust and the other player can pilot the defender and attempt to parry. As the games become more and more sophisticated, we no longer need to use randomness for ease of abstraction and arbitration.
Different competitive games favor the "better player" in different amounts, both by their competitive ruleset and game design. A best-of-7 will favor the better player more than a best-of-3 (and if this isn't obvious, feel free to email me). Some games, like Super Smash Bros. Melee, and real-life tennis are super harsh to the underdog, and the better player wins almost all the time.
Armada, a melee player, is famous for not losing to a player outside of the top-6 in the world for 8 straight years.
On the other end of the spectrum, you have games like early hearthstone where arcane missiles would sometimes do exactly what you needed for it to do, and you'd go on to win a game, or it wouldn't and you might lose. A better player can play around arcane missiles better than a worse player. They understand the probabilities better, and can calculate the lines more accurately.
When an underdog is in a losing position in Hearthstone against a better player, sometimes they can topdeck the exact card they needed, and then that card randomly works in exactly the way they needed for it to work. When a worse player is in a worse position in melee, they probably just get wrecked.
Historically, games like melee only appeal to competitive purists and have a tough time growing. I, personally, love them, but that isn't enough! To appeal to a broader audience, developers want the underdog to have a fighting chance so that when folks try the game out, they don't just lose all of the time until they're better than the players they're beating. Randomness is the laziest way to accomplish this.
Better is to build in underdog-detection into your game and grant the underdog some sort of special option. Here are some examples:
The common design point to hit here is that you can still give the underdog a fighting chance via anti-snowball mechanics and granting them special high-risk, high-reward options without leaning on randomness to make winning or losing feel like a lottery. Playing around these systems adds depth!
That leaves drama. We still want our AI encounters to have random elements, otherwise, they'll feel scripted and predictable. It's exciting to see big critical damage and engaging to heal a tank after they get crit by a dragon. Sometimes, Onyxia randomly takes a deep breath. We just want to make sure that for PvP purposes, whenever something can be impacted by variance that there are enough trials that the central limit theorem can do its job. In practice, this means we want to limit the scope of randomness to things that happen 20+ times during an encounter (attacks and heals, for instance).
For everything else, like the chance to resist stuns, or the chance to resist dispelling polymorph, the variance is too high and too impactful. Instead, re-tool those mechanics to either be player-controlled via some sort of reaction or yomi test, or make them %reductions to duration instead of %chance to resist.
I don't think the original RPG developers intentionally built an operant conditioning chamber when they made the first random loot systems. I don't want to believe that. But that's what happened nonetheless. From Skinner's research, we know the following:
I speak a little bit about this in intrinsic fun, but rather than make your player labor through stuff they don't actually want to do (kill the boss for the 50th time, push the lever again), because they've been conditioned by a variable reward, instead flip the script. If you want loot to represent player skill, then make the boss difficult, give the players an achiement for defeating it, make the boss drop materials, and make it so that any gear crafted from those materials requires the achievement to equip.
If you want your loot to represent invested time, then either reward players
with a token that represents that boss kill, and they can exchange x
tokens
for the materials to craft the loot. In neither case do you need to lean on
variable-reward based operant conditioning to create artificial dependence.
If this creates a concern that now players won't care to play your game or do your content, then make your game better. Make the content good enough that players want to do it for the joy of playing. Add in-game leaderboards for speed-running (like mists-of-pandaria era challenge modes). Add in-game leaderboards for scalable difficulty like mythic+. Make the non-variable reward valuable and scarce so that players will fight over it. Make the reward ephemeral so that players will always need to get it.