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The fundamental unresolved tension in the design of destiny (Destiny)

by Kahzgul, Thursday, June 25, 2015, 20:28 (3676 days ago) @ Cody Miller

I would love to see all of your suggested implemented. Procedurally generated encounters would be a huge plus,


No. You need the hand of a skilled designer to craft encounters that are going to be unique and challenging. Procedurally generated content is just never going to measure up to an actual person making the fights. If an algorithm could make a strike or a raid, we'd have a lot more than we do now.

A skilled designer can craft procedure as well. Do you think roguelike games are awful because the levels are procedurally generated? Hate Diablo and The Binding of Isaac? While the only procedurally generated FPS I can think of is Tower of Guns (not great in my esteem), I can imagine a Destiny where the strike dictates the tileset, enemy faction, and which bosses are available (pick 3 from a pool of 9, or 2 minibosses from a pool of 6 and 1 final boss from a pool of 3), and where you don't know the layout of the rooms, where cover will be, and what order they'll appear in. This is not impossible to do and is not out of the technical bounds of what is already being done. Procedure does not equal random. It equals variance.


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