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Procedural generation, which way?


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#1
ClarkHewis

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The market is seeing a rise in Prodecural generation games, usually used as map generators and in one example as large scale maps and animal life generation. What are peoples thoughts about how it could be implemented in ME:A? Would you want a large number of random worlds to visit as side missions with varied alien wildlife?

 

Could it be used in a trilogy as: first game random worlds and creatures, second game enormous enemy variants and third game more focused on the new main enemy.

 

Thoughts?



#2
straykat

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Maybe with wilderness, it's OK. But I like handcrafted interiors. Even in a big world. Like Skyrim's dungeons, for example. I also like handcrafted objects sprawled about. Whether it's monuments or dead bodies and war/murder scenes. I like little things placed in the world to have a purpose and discover the story behind them. 

 

Bioware can't do good handcrafted content in an open setting it seems.. it pales in comparison to their main narrative/cinematic content. I'd rather them work on this. The caves in DAI aren't worth talking about. There are some other interesting things sprawled about, but it's the exception (like the mage on the Storm Coast who had a pile of bodies in his cellar).


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#3
RoboticWater

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I don't get it. Whenever I see this thread I always have to wonder: where is this rise in procedural generation? There's No Man's Sky and a handful of indie rougelikes, but I'm not seeing a "rise" per se. Rougelikes have been around forever (1980 is an eternity ago, right?), and have garnered sporadic fame only when a good one comes out (i.e. Binding of Isaac, Rouge Legacy, etc.). If there were a "rise" in procedural generated games, it was completely proportional to the rise of indies.

 

Every single problem in videogames didn't suddenly turn into a nail, and procedural generation was never a hammer in the first place. Essentially, procedural generation solves one problem: making a lot of content for real cheap, and to be honest, it's yet to perfectly solve this problem in any genre but 2d roguelikes. Indies like it because it means a single designer can work almost exclusively on game design and offload all the tedious content creation onto the computer. AAA developers don't need to do that because they have more than enough developers to pad out their game. If nothing else, AAA action adventure games have too much content these days.

 

I don't think it's hard to see that procedural generation doesn't fit into Mass Effect as a core mechanic. Can you name me a procedurally generated game with decent TPS mechanics? A procedurally generated game with a good story and emphasis on character? A procedurally generated game with pacing comparable to your average action game? I can hardly think of any games that fit those individual descriptions, let alone all three.

 

Not every game needs to be No Man's Sky. We don't even know if No Man's Sky is any good (and let's be real here: it's not going to be the revolutionary thing some people think it will be). Mass Effect is well-paced RPG TPS with a heavy emphasis on story. BioWare is a company that has hitherto lived or died by the quality of their handcrafted narratives. Procedural generation just doesn't fit into this equation.


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#4
fdrty

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I don't think it's hard to see that procedural generation doesn't fit into Mass Effect as a core mechanic. Can you name me a procedurally generated game with decent TPS mechanics? A procedurally generated game with a good story and emphasis on character? A procedurally generated game with pacing comparable to your average action game? I can hardly think of any games that fit those individual descriptions, let alone all three.

 

This. 

 

Dragon Age suffered from trying to emulate Skyrim.

 

The story is a huge selling point for Mass Effect. Bioware are kind of the only people who make big budget games which feature these highly personalised narratives. So I think introducing something which makes it harder for Bioware to tell the stories that they're best at is not a good idea.

 

Mass Effect does not need to be No Man's Sky. Let No Man's Sky be No Man's Sky.