I'd like to start by saying that I don't have a problem with randomness, I have a problem with luck. I can tolerate some amount of luck, simply because it leads to an enjoyable level of randomness and therefore variety, but I don't enjoy it for it's own sake. Additionally, the longer the game, the less luck I can tolerate.
Risk management is an essential part of strategy, and implementing it without randomness will result in convoluted designs.
I disagree on both points. Assuming by "risk management" you mean making optimal choices in the face of RNG elements, then no it is not an essential part of strategy as chess and go demonstrate. Risk management is an essential element of reality. It can be implemented in strategy games with varying levels of success. Furthermore, generally I find that convoluted designs tend to have more randomness, not less (epic Ameritrash boardgames). Is Starcraft convoluted because risk management arises out of fog of war? Would it be less convoluted if units' damage variance were increased?
You got a point, it is not essential, but it is an important part. Positioning could also be considered non essential, given that some strategy games don't have a board where position matter. But it is also an important part. And yes, chess does not have risk management. Not all games need to implement all dimensions of strategy.
The problem if luck in long games is something else entirely, and it also afflicts game without randomness:
It is the time between the moment a winner has emerged, and the moment he fulfills the victory conditions.
In monopoly, it takes about half of the game.
Of course, it can also be a problem if a very long game is decided by a single die roll at the end of the game, but as long as this one was decisive only because the game was very balanced before (like a 16th turn unlikely TD in Blood Bowl), it is not inherently a problem (nor is not liking this kind of game obviously).
It also helps making imperfect information games more interesting (because they are not purely Rock Paper Scissor then, as the moves your opponent can make depend on his hand).
I'm assuming "it" refers to risk management due to the use of RNG like die rolls or randomized card draw. If so, I think it's important to recognize that some types of randomness offer greater room for variety and skill than others. For example, let's say the optimal move (which has been proven mathematically to yield the greatest win%) is to shoot at an enemy unit with an 80% to hit. It's true that risk management made the process of evaluating the optimal move more difficult (required more skill -> good), but now that the optimal move has been selected, there's still only an 80% chance that the player will be rewarded for it. In other words, a skill ceiling has been placed on that turn (and depending on the turn's importance, even the whole match) because no matter how good of a player you are, you'll still miss 20% of the time. A good game would of course involve enough die rolls that it all evens out in the end, but many popular games frequently involve a crucial roll that gives one player a significant advantage.
Further food for thought: card games. A randomized hand challenges players to play new configurations every game. Already there is potential for luck (mana screw/flood in Magic), but I think worse than that is when the game has stalled and both players are hoping to topdeck their game-winning card. At that point if one player draws the board wipe, removal, or whatever there is zero skilled involved. You either drew it or you didn't.
The optimal move is not only taking the shot, but planning for the 20% of times you will miss it.
That is why you don't go all in for a 80% chance to kill in X-COM, or why you try to do the 80% after having secured a "correct" backup position in Blood Bowl. In other words.
And actually, the randomness is part of why there usually is no optimal choice:
It will often depend on the relative skill level of your opponent: if you opponent is better, then chosing an low variance strategy is a bad move, but if he is weaker, then chosing a safer one, where you only take a 60% shot, but in which the result of failure won't be catastrophic (because you took the shot from a safer position) can make more sense.
So estimating the skill level of your opponent (or the risk you can afford to take) can be critical in such games, so it is usually not as simple as choosing an optimal move (because the best expected result is not always the best move to make).
Regarding top decking, you are correct that it is not a very interesting situation, but it is mostly a tie breaker for a game that went for too long (and there is some resource management to avoid it in the first place in CCG), like the penalty shootings at the end of a soccer game.
Chess has never been solved. On the contrary, chess is complex enough that it has had unimaginable amounts of computational power thrown at it by mathematicians and computer scientists world-wide for decades and still has not been cracked. Even when it is finally solved, the amount of time and effort it will have taken speaks volumes as to the decision-making space the game presents. Not to mention that the solution would almost certainly be impossible for a human to implement without the aid of a computer.
I know, hence the use of the quotation marks. My point is that chess is calculatory enough that it can be brute forced.
I'll refer back to the beginning of my post: I want randomness due to the variety it provides at the cost of luck. I like games that maximize variety while minimizing luck through intelligent design decisions.
Luck also allows to simulate a lot of factors that would be tedious to track. If you prefer euro games, that may not be a problem for you, but you cannot have any strategic simulation without luck. But to each his own. The game not suiting your preference does not make it bad.
I don't like eurogame because I don't like solving optimization problems: they usually just feel too puzzly for my tastes. That doesn't make me consider them bad (and I can even tolerate playing them with friends!)
In Space Hulk, one of the mission has the players roll a dice at the end: if the Space Marine player has got more Space Marine out than the roll of the die, he wins. It is an exemple of stupid randomness as no one can play after the outcome.
That's an extreme example of the downside to die-based outcome resolution. Take my earlier example of having an 80% to hit and place it in a context where landing the hit means winning the game or gaining an insurmountable advantage.[/QUOTE][/QUOTE]
More often than not, a good part of the outcome will have been decided by what led to this 80% shot.
I never had any issue with close game going one way or another. Why is it so important that the better player win 100% of the time?
In poker or MTG, for instance, what counts is you long term winnings. Winning a single hand is irrelevant.
In Blood Bowl, most leagues use a championship system, where winning most games out of 10 is what matters, not each individual game.
My point is that as long as the game leaves enough room for player decision (so no monopoly, or tic tac toe), the better player will still win in the long run, and there will be a format better suited to that game.
Note that Risk having lot of randomness is not that important, because the game is mostly decided by your kingmaking skills (same for Game of Thrones which have little randomness).