Procedurally generated pirate game

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DaHeckIzDat
Posts: 1997
Joined: April 9th, 2015, 1:41 pm

Procedurally generated pirate game

Postby DaHeckIzDat » January 19th, 2018, 4:52 pm

Despite being disappointed time after time by them (Trove, Portal Knights), I still think that there's a lot of potential in procedurally generated quest games. And I think a pirate game would be the ideal way to do pull it off. Imagine having Wind Waker's sailing mechanics, but an ocean that's different every time, with different islands to explore, and possibly things to do under the ocean as well. And unlike Minecraft, you're given a specific set of quests to undergo and a goal to work toward. What do you guys think?

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scotland
Posts: 2561
Joined: April 7th, 2015, 7:33 pm

Re: Procedurally generated pirate game

Postby scotland » January 19th, 2018, 7:11 pm

I like the idea. I grew up when thjs idea was used out of necessity, but it has real pros: replayability of course, also near infinite world space, but also easy to adjust difficulty and hard to memorize or predict anything.


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