Does Random/Procedural Generation make games better?
-
DaHeckIzDat
- Posts: 1807
- Joined: April 9th, 2015, 1:41 pm
Does Random/Procedural Generation make games better?
I learned about a new game today called Necropolis, which they're saying is going to be like Dark Souls, except Roguelike. Lately, I've been really interested in games with randomly/procedurally generated worlds and levels like Minecraft, Terraria, and Rogue Legacy. It seems like having a whole new world to explore every time increases the replayability almost infinitely. Like, as much as I love JRPGs like Final Fantasy, the game is always the same every time I play it. What do you think, does random generation make games better?
- scotland
- Posts: 2561
- Joined: April 7th, 2015, 7:33 pm
Re: Does Random/Procedural Generation make games better?
I adore roguelikes, and random generation is a nice part of that.
Honestly, the process started because having parameters and generating a new map on the fly takes a lot less room than creating a static map. Look at even simple games like AD&D Cloudy Mountain (aka Crown of Kings) on the Intellivision. The game is a bit like the 2600 Adventure, but the randomly generated dungeons really do add a lot of replayability. You are actually exploring anew each game play. Later, random generation allowed games like Elite to populate a galaxy full of planets. For a game where the goal is to survive, expand your potential, and travel through to the other side, its pretty good.
There are some downsides. One, is that while their can be exploration (find the way out, find the secret tunnel, find the magic item, etc), there are generally not intricate mazes or tricky puzzles. Difficulty is usually handled by upping the level of monsters. This is pretty standard JRPG stuff too, but it does seem to take the 'solve my riddle' tool out of the toolbox. The fix is for there to be some rigid dungeon levels in the game, say at every multiple of 5 or 10, like a boss level. A second goes with that, in that loot is also randomly generated (and randomly dropped by monsters). Again, the fix is for some static levels. Finally, there does come a point of dreary sameness. After awhile 'random' becomes 'been there done that'.
Where I don't like random generation in games where maps are the puzzles, and you have to play the map several times to get a feel for it. Lots of games like that, from platformers to strategy games ---things gamers do speedruns on. Some genres, like racing games, could use more on the fly levels. In roguelikes, like in much of life, there is no trial and error to learn a map and hit reset. Its now or never. Do or permadie.
All in all, I think generating stuff on the fly is great where it fits the gameplay style. I actually just bought a "History of Roguelikes" recently, that I haven't read yet. With mobile gaming, its having a resurgence as the size restrictions on mobile games bring about the techniques of yesteryear, along with their graphics.
Honestly, the process started because having parameters and generating a new map on the fly takes a lot less room than creating a static map. Look at even simple games like AD&D Cloudy Mountain (aka Crown of Kings) on the Intellivision. The game is a bit like the 2600 Adventure, but the randomly generated dungeons really do add a lot of replayability. You are actually exploring anew each game play. Later, random generation allowed games like Elite to populate a galaxy full of planets. For a game where the goal is to survive, expand your potential, and travel through to the other side, its pretty good.
There are some downsides. One, is that while their can be exploration (find the way out, find the secret tunnel, find the magic item, etc), there are generally not intricate mazes or tricky puzzles. Difficulty is usually handled by upping the level of monsters. This is pretty standard JRPG stuff too, but it does seem to take the 'solve my riddle' tool out of the toolbox. The fix is for there to be some rigid dungeon levels in the game, say at every multiple of 5 or 10, like a boss level. A second goes with that, in that loot is also randomly generated (and randomly dropped by monsters). Again, the fix is for some static levels. Finally, there does come a point of dreary sameness. After awhile 'random' becomes 'been there done that'.
Where I don't like random generation in games where maps are the puzzles, and you have to play the map several times to get a feel for it. Lots of games like that, from platformers to strategy games ---things gamers do speedruns on. Some genres, like racing games, could use more on the fly levels. In roguelikes, like in much of life, there is no trial and error to learn a map and hit reset. Its now or never. Do or permadie.
All in all, I think generating stuff on the fly is great where it fits the gameplay style. I actually just bought a "History of Roguelikes" recently, that I haven't read yet. With mobile gaming, its having a resurgence as the size restrictions on mobile games bring about the techniques of yesteryear, along with their graphics.
-
DaHeckIzDat
- Posts: 1807
- Joined: April 9th, 2015, 1:41 pm
Re: Does Random/Procedural Generation make games better?
What's your opinion on No Man's Sky, scotland? 18 quintillion life sized, procedurally generated planets to explore, and no real goal beyond "get to the center of the universe."
- scotland
- Posts: 2561
- Joined: April 7th, 2015, 7:33 pm
Re: Does Random/Procedural Generation make games better?
DaHeckIzDat wrote:What's your opinion on No Man's Sky, scotland? 18 quintillion life sized, procedurally generated planets to explore, and no real goal beyond "get to the center of the universe."
I'm not sure. It sounds interesting, but also ... well, read the C64_Critic's review of Elite here on site. At the end, he says its a great Commodore game, but the absence of a plot is telling.
There is no way to finish this No Man's Sky, and any 'mastery' of anything will be very temporary. There is no finish, no big boss to beat. Control a sector of space, become Jabba the Hut, or beat an alien attack, well, tomorrow is a new day. Nothing here really matters.
Is freedom to explore (and trade, conquer and fight they say) enough for a $60 game? Could it be the next Minecraft. don't know. I'll certainly think about it though.
-
eneuman96
- Posts: 326
- Joined: April 13th, 2015, 11:16 pm
Re: Does Random/Procedural Generation make games better?
Procedural generation can breathe more life into a game than pre-made levels assuming they are executed well. How long would you play Spelunky be if the levels were the exact same every time you started it up? The intricacy of its gameplay would be wasted as a result.
-
Voor
- Posts: 1467
- Joined: April 14th, 2015, 8:08 pm
Re: Does Random/Procedural Generation make games better?
as a fan of speedruns, a lot of games are 90% the same each time you play, but that 10% makes it very exciting when you are trying to beat a game as quickly and perfectly as possible. ninja gaiden (NES) is a good example of this with the "hammer bros"
Return to “Video Games General”