Most times, especially in the early part of a run where players will spend most of their time, your hand either gives you something or it doesn't with zero volition. There are brief windows when the potential brilliance shines through, when you are calculating hand odds of both you and your opponent, leveraging risk-reward for success just like in actual poker, but those are few and far between. I am very impressed with its foundational concepts and really hope the devs strike gold, but I cannot describe the player experience as anything but needlessly excruciating. When the first shop I come to in the game has weapons which trigger off a full house, 4 cards straights, or the Jack of Clubs, those are wasted UI slots, worse than if they weren't even there to begin with. Volition is what makes great player experiences. Volition is when the available options are attractive but mutually exclusive (at least in the moment) and present the player with a strategic value comparison. To paraphrase, autonomy is having lots of options, regardless of the content of those options. There's a great GDC talk about the difference between autonomy and volition. Sure, you can make the best of a bad set of options, but when the degree of randomness virtually ensures that most of your available options are unsuitable, that's just a poor player experience. Uncurated randomness is not in the player's favor, especially in long, convoluted sequences.
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