Re: Games Discussion Thread
The thing is, even if all looks different and unique, it still feels empty and dull to me.
Like, when I explore some ruins in The Witcher 3 and find a small side cave, used by a convict to break out of prison years ago and there is a side quest related to it and whatnot. You need a person to make this, machines and algorithms just don't make that kind of stuff.
That's where the hand crafted content comes in. The scenario you describe would be one of 20 sets. Another version of the cave could have a different quest. Perhaps you find an old sword with a family engraving on it, and you can ask around and return the sword to its heirs. Another version of the cave be a monster's lair, and the monster happens to have a bounty on it.
The thing is, most designers don't really want to put that much effort into content that most players are only going to experience one time (and they will only experience one of those 20 variations). Mind you, each player would have a completely different experience if the whole game were set up this way, and the replay value would be phenomenal.
Imagine a Mega Man game where it has all the stages from previous Mega Man games, but you only get 8 each playthrough, and the 8 bosses are also completely random. Not to mention the enemies, powerups, etc.. It would be tons of fun but sadly won't ever happen.
The game's algorithms and whatnot could be used to keep track of what's already in the game, to prevent duplication.
Something like this could actually be done with RPG Maker. It would just take 20x the number of hours to make the same game, but again, the replay value would be phenomenal.
Imagine an RPG where you get a different intro every time you start a new game. How mind blowing would that be? xD