how to employ multiple overlapping axes of randomness for additional replayability
This shit is bullshit and should end already!
This isn't talking about RNG-gating end-game content (which I believe is what you're worried about), but about the concept of having content that can vary in as many different ways as possible simultaneously. For example, even a simple league like Breach has the following axes:
- The location of the breach in the level can be either good or bad. It could be in a wide-open area or a narrow corridor.
- The flavour of the breach (out of the different types) is random
- The positions of the random spawns of the monsters around the perimeter can favour the side you happen to be clearing, so you can be lucky or unlucky on that
- The number of monsters spawned is random
- The composition of monsters spawned can be good or bad (more rares or not)
- The hidden breach chests are spawned randomly
- Breachlords can spawn randomly during the right
- The splinters dropped have a large random element
- And so on. We had a longe...