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What im missing from this are procedural generated societys. Imagine a alien-caste system that goes full circle or something alike. Of course you cant (in reas
by Pica_soO 10y ago
What im missing from this are procedural generated societys.
Imagine a alien-caste system that goes full circle or something alike.
Of course you cant (in reasonable time) procedural generate history, but you could use analoga to a bacteria-growth formula too at least "simulate" different civilisational stages and the clashing of those curves with other civilizations.
You could even have the player interact with the "bacteria" and alter the curves forever.Remember the savages you helped out at the great hunt with your blaster- well they conquered the planet and went to the stars "conquering" to honor you.
Disclaimer: As with all generated content, the main problem is to have the players attention "the hot potato" wander on as fast as possible.
- omegaham 10y ago> Of course you can't (in reasonable time) procedurally generate history Dwarf Fortress does it, and it's awesome. I'm not sure how you would adapt it to a setting like No Man's Sky, though.
- mercer 10y agoEven a pale imitation of what Dwarf Fortress does would greatly enrich the game. I think the problem is graphics. It's both easier and more time-consuming to fill a game with pretty graphics than to come up with procedurally generated history, economics, etc. That's why there are so many simple-graphics roguelikes and so many simple-graphics RPG's that provide incredible procedurally-generated content and incredible stories, respectively.
- Pica_soO 10y agoHonestly, after minecraft - no Sir, its not graphics. If somebody buys into your world at turtle graphics, he will buy in and add to it. We all defended carbordfort in the war of the stickguns against those pesky neighborhood guerilla.
- mercer 10y agoAbsolutely, although I do sometimes like to marvel at the state of graphics/physics of the latest games! Another example where I think lack of graphics actually contributes to making a great game: Avernum (RPG). Way back when I spent hours of my life playing Exile 1-3, of which the Avernum series is part remake (1-3) and part completely new (4-6). I recently bought the last three installments and I've been having a lot of fun playing it. The thing is, even until this day few games I've played came even close to the experience Exile/Avernum provides, both in the tactical RPG sense and world-building and storytelling, even though the graphics are quite atrocious. Most Triple-A RPG's I've played were nice in many other ways, but fell short in the crucial elements that I care most about.
- Pica_soO 10y agoImagine a game that had a procedural story arc generator, following the heroes journey. It really could be more then just a bunch of reused puppets and set-pieces.
- jsnell 10y agoThe most ambitious project I know of re: procedurally generated societies is Ultima Ratio Regum, http://www.ultimaratioregum.co.uk/game/info/ http://www.ultimaratioregum.co.uk/game/info/