Various games (L4D is the first prominent example, there may be others before it) include "AI directors" that try to keep the player involved through balancing exiting events and periods of tension. This makes it a lot harder to have a "boring" game, or one where you get "unfairly" hammered by the randomness.
In fiction I'd trace this to Asimov's Foundation series, which is premised on "psychohistory" being a sort of fully deterministic fusion of economics and psychology enabling the development of future society to be predicted. Until a few books into the series where the "mule" is introduced, who is an individual powerful and unpredictable enough to throw off the determinism of historical inevitability.