EDGE: "Like boardgames, videogames with lots of design randomness have traditionally been abstract. Think of Tetris with its ‘T’ and ‘L’ shapes, and that ever-elusive long block. Or consider Bejeweled, a game of raw systems built on the concept of matching like-coloured objects that fall from the heavens. But neither is truly random. Tetris, for example, generates randomly shuffled but discrete sets of all of its block types to ensure you never play a game that presents an endless procession of ‘Z’ blocks.
But games need not be abstract to benefit from leaving swathes of the experience up to chance."