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In a way it's necessary already for procedural generation, right? You can't have a level where the key to open a room is inside the room itself. So these nestin
by devindotcom 9y ago
In a way it's necessary already for procedural generation, right? You can't have a level where the key to open a room is inside the room itself. So these nesting dependencies have to be carefully defined.
- rcthompson 9y agoNot necessarily. I believe a lot of games simply use a set of heuristics to check for unwinnable situations after generating a scenario. These are usually based on unwinnable states that play testers have encountered, so there is no guarantee that they are exhaustive, and most procedurally generated games have a small chance to produce an unwinnable scenario.
- jsnell 9y agoNo, there's a difference between "this scenario is solvable with perfect play" and "it is impossible for the player to make moves that make the game unsolvable".
- logfromblammo 9y agoPart 2 of Zork featured exactly that scenario. And you could render the room unreachable if you did things in the wrong sequence.