Procedural generation vs. designed games

Thrasher | Ascended Posting Riot
 
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Do you prefer a well designed level/mechanics or do you like the mystery of something new every time? Is a mix of both the best combination?

For example, the borderlands levels are designed, but the guns found in chests are procedurally generated with random parts.


 
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Thrasher | Ascended Posting Riot
 
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Luciana
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It depends on the mechanics of the game, honestly.


 
Verbatim
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No preference, they're both good when they're good.


Thrasher | Ascended Posting Riot
 
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No preference, they're both good when they're good.

One of the biggest caveats with procedural generation is the high emphasis on rng (especially with roguelikes). Would you consider this frustration or a feature (more replayability)?


 
Verbatim
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No preference, they're both good when they're good.
One of the biggest caveats with procedural generation is the high emphasis on rng (especially with roguelikes). Would you consider this frustration or a feature (more replayability)?
Feature. As long as you have a robust algorithm, you can minimize the frustration that such RNG would cause. I think Minecraft does this reasonably well, and I've heard good things about Diablo, but it's definitely an issue that some other games seem to struggle with (No Man's Sky, Daggerfall).


Solonoid | Mythic Inconceivable!
 
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Completely depends on the game.

Not a huge fan of games that are 100% procedurally generated though.
Terraria is p gud tho.


Onion | Elite Four Invincible!
 
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No amount of procedural generation doesn't get dull after the first few hours. It doesn't add more replayability when you're looking at the same assets, only in a slightly different arrangement than last time. Adding more assets doesn't help, since it leads to more randomness which is chaos.

Would take strong level design any day of the week fam.