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Existing randomizers randomize things like enemy layout, chest contents, etc. An interesting different type of randomizer would be one which preserves everythi
by xamuel 7y ago
Existing randomizers randomize things like enemy layout, chest contents, etc.
An interesting different type of randomizer would be one which preserves everything like that, but adds better randomness (i.e., randomness independent of the emulator) to the game's own RNG. Currently, tool-assisted speedrunners and sometimes even live human speedrunners exploit the fact that a game's RNG is deterministic and predictable. Breaking that would lead to additional speed running research on the "original", "canonical" game.
- Dylan16807 7y agoI don't really see much point. As far as making a tool-assisted run goes, a much better but deterministic randomizer wouldn't affect the process very much, and a non-deterministic one would make it basically impossible to play at all. You'd prevent real-time RNG manipulation, but that's pretty uncommon to start with. And you could just say "no RNG manipulation", you don't need to edit the game code.
- xamuel 7y agoIt would change the end-product of TASing to be a bot instead of a fixed run. A fixed run would be impossible, like you say, and instead the goal would be to create a bot that could perform well across many runs.
- Dylan16807 7y agoThat is something that is extremely different from a tool assisted speedrun, and I'm still not sure how it would benefit you to swap the RNG instead of making a bot on the original.