tag:blogger.com,1999:blog-1510920011443550663.post2198746362716575511..comments2024-03-28T10:18:05.213+00:00Comments on Inventory Full: Authenticity And ContagionBhagpusshttp://www.blogger.com/profile/03499162165023939880noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-1510920011443550663.post-44851622281065667862015-03-09T10:27:29.224+00:002015-03-09T10:27:29.224+00:00Sorry - late reply! Sometimes I get the feeling al...Sorry - late reply! Sometimes I get the feeling all MMO "design" problems could be summed up better as "management issues". I'm also somewhat vague on how procedural generation works once you get beyond topological features and vegetation. Can you algorithmically generate an entire city? How about the interiors? Does an artist have to create all the furniture and fittings individually for the algorithm to place? Can you procedurally generate the paintings in a nobleman's house or does someone have to "paint" them first?<br /><br />Like a lot of things in MMOs the more I start to think about it the more I realize I have no idea what I'm talking about, which makes me begin to doubt whether anyone else talking about it does either. At which point I just give up and go slaughter some gnolls.Bhagpusshttps://www.blogger.com/profile/03499162165023939880noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-39030629077481788192015-03-06T21:16:23.532+00:002015-03-06T21:16:23.532+00:00It seems to me all this terminology as only intere...It seems to me all this terminology as only interest for people that want to push "sandbox" and "user generated content" vs "themepark"/"developer content".<br /><br />Random generated maps are nice - god knows that make turn based games more interesting and some old 2D RPGs & 2D RTSs got replayability from that.<br /><br />It is a question if we want a toy like lego or a game with story and rules/systems.<br /><br />Otherwise it is just a tool for the developers.<br /><br />Luis Sousahttps://www.blogger.com/profile/14285335572297296899noreply@blogger.comtag:blogger.com,1999:blog-1510920011443550663.post-85121800831021964082015-03-06T20:45:42.953+00:002015-03-06T20:45:42.953+00:00Mmm.... this is a tough topic.
To me, procedurall...Mmm.... this is a tough topic.<br /><br />To me, procedurally generated world / terrain is a selling point *to the extent that it frees designer time to work on more interesting stuff*. The fact that there is a procedure that generates terrain isn't particularly interesting. What you do with it, on the other hand, is.<br /><br />Crowfall seems to be a good use case for procedural generation. They need lots of worlds that aren't meant to last any real length of time. Making these by hand seems a waste, possibly a fatal one. Landmark might be another good case.<br /><br />In a long running, persistent MMO, the fit might be very good or might be very bad, depending on how it is used. Normally I gather that the designers say "OK, I want a zone with a city -- lets make some flat terrain and maybe a waterfront." A good use for procedural generation might be to make a map, then decide where a good place for the city you want is. Then what is it near? How would all of this looked a hundred years ago? What sort of monsters might be nearby? If there is another city in another good place, where does the trade route between them naturally go? That could all be good.<br /><br />Saying "random map, go!" followed by "plunk stuff here and there -- done" might not be. But if it is quick enough, and that means you get more time on story, and characters, and the rest of the world, well... maybe it would be OK.<br /><br />Sounds to me like a management issue, mostly.jonreecehttps://www.blogger.com/profile/18384146710365926074noreply@blogger.com