This article, and some of the comments here, reminded me of another article (and GDC talk) by Civilization game designer Sid Meier, about his experience with players' perception of probability in games.
Sid's talk grapples with the issue "If the game says you have 3-to-1 odds to win a battle, how often do players actually expect to win?"
> When designing the combat system in Civilization: Revolution, Sid Meier found himself up against some interesting design problems. His players didn't understand math. In Civ Rev, the strength of units were displayed up front to players before battle to show the odds of victory. For example, an attacking unit might be rated at 1.5 with the defending unit at 0.5. This is a 3-to-1 situation.
> Unfortunately, the testers expected to win this battle every time despite there being a 25% chance of losing each time. Sid tweaked the math to make the player win more in this situation. Next, the reverse case was tested. The player had 1-to-3 odds. If they won, the math was functioning properly. They had a slim chance to win and they did.
> Sid identified a few cases of interest. When the player was presented with 3-to-1 or 4-to-1 odds, they expect to win. With 2-to-1 odds, the player will accept losing some of the time, but expect to win at 20-to-10, which is just a larger expression of 2-to-1. When the numbers get larger, the perceived advantage grows.
http://www.shacknews.com/article/62807/sid-meier-and-rob-par...
Here is a link to the actual GDC talk by Sid with the content about probability: https://youtu.be/bY7aRJE-oOY?t=18m22s
(It's true. When playing a Civ game, it's not fun to have a 10-to-1 strength advantage and lose the battle anyway.)
In later games, Sid removed probability from the game in favor of an outcome that's predictable. Instead, each unit will be damaged in proportion to the ratio of the units' strengths (or something like that).