Look at part three of this series: http://roguelikedeveloper.blogspot.com/2008/01/death-of-leve... Considering this article is four years old, a lot of this didn't pan out. Spore failed to come remotely close to its hype, Borderlands' gun system turned out to be unpopular (too many guns were completely useless). Diablo 3 uses procedural dungeon generation, just as 1 and 2 did, but with plenty of predesigned set piece…
The Death of the Level Designer: Procedural Content Generation in Games
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Re: The Death of the Level Designer: Procedural Content Generation in Games
#12Look at part three of this series: http://roguelikedeveloper.blogspot.com/2008/01/death-of-leve... Considering this article is four years old, a lot of this didn't pan out. Spore failed to come remotely close to its hype, Borderlands' gun system turned out to be unpopular (too many guns were completely useless). Diablo 3 uses procedural dungeon generation, just as 1 and 2 did, but with plenty of predesigned set piece…
That said, I think the problem is not only level layout, but designing interesting architecture. D3s levels could be played on white squares with properties, but a custom-built staircase makes the game interesting.
Re: The Death of the Level Designer: Procedural Content Generation in Games
#13Re: The Death of the Level Designer: Procedural Content Generation in Games
#14As a matter of fact, I'm in the process of writing an exploration and combat based space game, with an astronomical number of locations. (Much, much greater than billions) These locations will also contain procedurally generated alien technologies that can be incorporated into ship designs, resulting in emergent ship capabilities and gameplay. Such a large universe also means that there will always be a frontier for…
Sounds great.. please tell me more. Any ETA on a beta?
Re: The Death of the Level Designer: Procedural Content Generation in Games
#15Re: The Death of the Level Designer: Procedural Content Generation in Games
#16I was playing games with "procedural content generation" back in the 80's. Heck I was making computer games that did it. Sigh. One of the joys/annoyances of ignorance and new generations is that everything old is suddenly new again.
Re: The Death of the Level Designer: Procedural Content Generation in Games
#17I never saw the point of procedural generation in games like Diablo. Seems to me something only programmers would be interested in. What would have been wrong with getting a level designer to do it? Then gamers could talk more about shared experiences.
Re: The Death of the Level Designer: Procedural Content Generation in Games
#18Look at part three of this series: http://roguelikedeveloper.blogspot.com/2008/01/death-of-leve... Considering this article is four years old, a lot of this didn't pan out. Spore failed to come remotely close to its hype, Borderlands' gun system turned out to be unpopular (too many guns were completely useless). Diablo 3 uses procedural dungeon generation, just as 1 and 2 did, but with plenty of predesigned set piece…
Re: The Death of the Level Designer: Procedural Content Generation in Games
#19Look at part three of this series: http://roguelikedeveloper.blogspot.com/2008/01/death-of-leve... Considering this article is four years old, a lot of this didn't pan out. Spore failed to come remotely close to its hype, Borderlands' gun system turned out to be unpopular (too many guns were completely useless). Diablo 3 uses procedural dungeon generation, just as 1 and 2 did, but with plenty of predesigned set piece…
But how about Minecraft, Dwarf Fortress or DCSS?
Re: The Death of the Level Designer: Procedural Content Generation in Games
#20Look at part three of this series: http://roguelikedeveloper.blogspot.com/2008/01/death-of-leve... Considering this article is four years old, a lot of this didn't pan out. Spore failed to come remotely close to its hype, Borderlands' gun system turned out to be unpopular (too many guns were completely useless). Diablo 3 uses procedural dungeon generation, just as 1 and 2 did, but with plenty of predesigned set piece…
I think the higher you go in the level of production (like the AAA games you mentioned) the harder it gets. But how about Minecraft, Dwarf Fortress or DCSS?