| ▲ | bartread 5 hours ago |
| > Classic procedural generation is noteworthy here as a precedent, which gamers were already familiar with, because by and large it has failed to deliver. Yes, this is a wildly uneducated perspective. Procedural generation has often been a key component of some incredibly successful, and even iconic games going back decades. Elite is a canonical example here, with its galaxies being procedurally generated. Powermonger, from Bulldog, likewise used fractal generation for its maps. More recently, the prevalence of procedurally generated rogue-likes and Metroidvanias is another point against. Granted, people have got a bit bored of these now, but that's because there were so many of them, not because they were unsuccessful or "failed to deliver". |
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| ▲ | dkersten 6 minutes ago | parent | next [-] |
| Almost every 3D game in the past 20 years uses procedural foliage generation (eg SpeedTree and similar). Many use procedural terrain painting. Many use tools like Houdini. So procedural generation is extremely prevalent in most AAA games and has been for a long time. |
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| ▲ | bombcar 4 hours ago | parent | prev | next [-] |
| Procedural generation underlies the most popular game of all time (Minecraft) and is foundational for numerous other games of a similar type - Dwarf Fortress, et al. And it's used to power effect where you might not expect it (Stardew Valley mines). What procedural generation does NOT work at is generating "story elements" though perhaps even that can fall, Dwarf Fortress already does decently enough given that the player will fill in the blanks. |
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| ▲ | optionalsquid 4 hours ago | parent | next [-] | | > And it's used to power effect where you might not expect it (Stardew Valley mines). Apparently Stardew Valley's mines are not procedurally generated, but rather hand-crafted. Per their recent 10 year anniversary video, the developer did try to implement procedural generation for the mines, but ended up scrapping it: https://www.stardewvalley.net/stardew-valley-10-year-anniver... | | |
| ▲ | bombcar 4 hours ago | parent [-] | | They're quasi-generated with random elements and fixed elements - similarly to early Diablo procedural generation. | | |
| ▲ | xerox13ster an hour ago | parent [-] | | That’s not the same procedural generation as GPT or diffusion and you know it. It’s not even in the same ballpark as Elite, NMS, terraria, or Minecraft. The levels are all hand drawn, not generated by an algorithm, even if they’re shuffled. Eric Barone, the developer, has publicly said as much. Are you calling him a liar? It’s like the difference between sudoku/crossword and conways game of life |
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| ▲ | morissette 2 hours ago | parent | prev [-] | | And here I thought the most popular game of all time was Soccer or Super Mario Bros 3 | | |
| ▲ | bee_rider 19 minutes ago | parent | next [-] | | I think they meant videogame, ruling out soccer. It looks like the Super Mario Bros series has a good showing, but it is the first one. I bet 3 falls into an unlucky valley where the game-playing population was not quite as large as it is now, but it isn’t early enough to get the extreme nostalgia of the first one. https://en.wikipedia.org/wiki/List_of_best-selling_video_gam... Of course this assumes sales=popularity, but the latter is too hard to measure. | |
| ▲ | 6510 39 minutes ago | parent | prev [-] | | Quality is the same thing as popularity. That is why mcdonalds has 12 Michelin stars. |
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| ▲ | nikitau 4 hours ago | parent | prev | next [-] |
| Roguelike/lites are is of the most popular genres of indie games nowadays. One of it's main characteristics is randomization and procedural generation. |
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| ▲ | tanjtanjtanj 3 hours ago | parent [-] | | While there are many Roguelikes with procedural generation, I think the most popular ones do not. Slay the Spire, Risk of Rain 2, Hades 1/2, BoE etc are all handmade stages with a random order with randomized player powers rather than procedurally generated. |
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| ▲ | techpression 4 hours ago | parent | prev | next [-] |
| I’m a hard core rogue-like player (easily over a thousand hours at least in all the games I’ve played) but even so I can admit that hey have nothing compared to a well crafted world like you’d find in From Software titles or Expedition 33, or classic Zelda games for that matter.
Making a great world is an incredibly hard task though and few studios have the capabilities to do so. |
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| ▲ | bee_rider 5 minutes ago | parent | next [-] | | It’s a different type of thing, really. I like rogue-likes because they are a… pretty basic… story about my character, rather than a perfectly crafted story about somebody else’s. Even when I play a game like Expedition 33 or Elden Ring, my brain (for whatever reason) makes a solid split between the cutscene versions of the characters and the gameplay version. I mean, in some games the gameplay characters is a wandering murderer, while the cutscene characters have all sorts of moral compunctions about killing the big-bad. They are clearly different dudes. | |
| ▲ | b0rsuk 2 hours ago | parent | prev [-] | | [dead] |
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| ▲ | Dumblydorr 4 hours ago | parent | prev [-] |
| Is it wildly uneducated to not know any of the games you mentioned? I didn’t realize education covered less known video games? Wouldn’t a better example be No Man’s Sky, if we’re talking procedural gen and eventually a good game. In any case, I agree that gamers by and large don’t care to what extent the game creation was automated. They are happy to use automated enemies, automated allies, automated armies and pre-made cut scenes. Why would they stop short at automated code gen? I genuinely think 90% wouldn’t mind if humans are still in the loop but the product overall is better. |
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| ▲ | Ensorceled 4 hours ago | parent | next [-] | | > Is it wildly uneducated to not know any of the games you mentioned? I didn’t realize education covered less known video games? Yes. It is "wildly uneducated" to have, and express, strong opinions about ANY field of endeavour where you are unfamiliar with large parts of that field. | | |
| ▲ | Almondsetat 3 hours ago | parent [-] | | Large? That's your opinion | | |
| ▲ | mikkupikku 2 hours ago | parent | next [-] | | If you haven't heard of the modern roguelike genre you've probably been living under a rock, it seems like every other game these days at least calls itself such. Usually the resemblance to Rogue is so remote that it strains the meaning of the term, but procedural generation of levels is almost universal in this loosely defined genre. Elite is a bit more obscure, but really anybody who aims to be familiar with the history of games should recognize the name at least. Metroidvania isn't a game, but is a combination of the names of Metroid and Castlevania and you absolutely should know about both of those. Powermonger is new to me. And while the comment in question didn't mention it, others have: Minecraft. If you're not familiar with Minecraft you must be Rip Van Winkle. This should be the foremost game that comes to mind when anybody talks about procedural generation. | |
| ▲ | Ensorceled 2 hours ago | parent | prev [-] | | Of course it is. | | |
| ▲ | Almondsetat 2 hours ago | parent [-] | | Then it is "wildly uneducated" to have, and express, strong opinions about ANY field of endeavour where you cannot substantiate your claims. |
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| ▲ | 4 hours ago | parent | prev [-] | | [deleted] |
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