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

by electricpirate @, Friday, June 26, 2015, 02:40 (3675 days ago) @ Cody Miller
edited by electricpirate, Friday, June 26, 2015, 02:48

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.

No one ever said it was easy to do it. but lord when they do it right is it great.

I mean if you want challenging and unique that's like exactly what great procedural systems do. Also, don't discount novelty, it's a powerful foce.

Procedurality is on something of a spectrum. You can have highly procedural stuff like No Man's sky, or lightly procedural stuff or it can use a lighter touch like 2012's xcom. A game I worked on last year (http://www.indiecade.com/games/selected/geneses/) used it to create new maps each round, we could still have tight control over the overall play style, just the kind of details changed each time. We did this by having profiles for how dense the maps were, and size, which could create these really varied types of play.


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