In games (especially casual), randomness (with its next-of-kin, user-generated content) is often misused as a shortcut or replacement for game design.
Even the random placement of gems in a Bejewelled-type of game is questionable as it can often leave the player frustrated.
There are many ways of achieving emergent gameplay, of which this is perhaps the least manageable one. I prefer good, thought-out game design and extensive player testing, with maybe just a hint of carefully seeded randomness.
Here is an article that provides a more elaborate analysis:
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