tag:blogger.com,1999:blog-2208890564265615027.post6725406577669241539..comments2024-03-08T19:47:41.485+11:00Comments on Ascii Dreams: Proceduralism: Part One (Revision)Andrew Doullhttp://www.blogger.com/profile/11099404183952971291noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-2208890564265615027.post-47351469402574279862010-06-03T07:04:27.684+10:002010-06-03T07:04:27.684+10:00Really looking forward to this article series and ...Really looking forward to this article series and seeing which aspects of procedural generation you will discuss.Anonymoushttps://www.blogger.com/profile/10464835313028946178noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-23906978670312247612010-06-01T10:49:54.193+10:002010-06-01T10:49:54.193+10:00... the content created is repetitive, predictable...<i>... the content created is repetitive, predictable and easily exploited, and clearly inferior to designs created by hand, an experience directly contrary to what I've found in the rogue-like genre.</i><br /><br />The depth of a roguelike game is bounded by how a hodge-podge of random elements are combined. And when I say random, I do not just mean procedural generation, I also mean that the designers chose to add into the mix. Fantasy elements dragged in from here and there, modern concepts and elements dragged in elsewhere. Shops in the middle of a never ending dungeon? How did this huge place come to be? Roguelike games are no better than any other genre. Sure their gameplay may leave the railroad tracks that other asset driven genres are bound to, but that only goes so far.<br /><br />This was highlighted for me recently when I played Incursion. I think Incursion is a wonderful product, but reading the manifesto on the web site it alludes to rising above the shallowness that riddles the roguelike genre. The same things I list above. But yet it still has dungeons that make no sense, random yet interesting rooms linked together via tunnels with little regard for what kind of world this makes.<br /><br />I would love to see innovation in use of procedural generation, but as someone who entered the 7DRL competition, I think the barrier to entry is too high. Anyone choosing to make use of it has to start from scratch. Take for instance dungeon generation, I read no end of tutorials about the different selection of approaches people had written about. I was left knowing how to take their approaches and generate dungeons that looked like theirs, or a simple approximation they chose to write about. But to really generate dungeons I would find interesting, I might as well ignore 99% of what I have read and just experiment until I had explored the options, and pretty much started from scratch.Richardhttps://www.blogger.com/profile/16059166933270492555noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-25486236257542521472010-06-01T09:23:52.816+10:002010-06-01T09:23:52.816+10:00Love was really quite fantastic when I had gotten ...Love was really quite fantastic when I had gotten into it, designing cities with a crew of people that I grew to knew and respect, discovering things about the world every day. My time with it ended a bit abruptly when it lost my account, and with it my randomly generated name. No longer would I be Charon on Atlanta 1, I'd have to start from scratch, and I was too busy with other things to start again from nothing.Stromkohttps://www.blogger.com/profile/10634048736095003517noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-78441728447767271672010-05-31T20:06:36.124+10:002010-05-31T20:06:36.124+10:00I haven't forgotten about the Quest for Quests...I haven't forgotten about the Quest for Quests - but the bite size chunks of time I have at the moment don't lend themselves well to writing the large article the next Quests part deserves.Andrew Doullhttps://www.blogger.com/profile/11099404183952971291noreply@blogger.com