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> Before Minecraft came out, you'd be complaining about "Procedurally-generated slop" Before Minecraft came out, I played Nethack. No, I was never principally
by bccdee 2y ago
> Before Minecraft came out, you'd be complaining about "Procedurally-generated slop"
Before Minecraft came out, I played Nethack. No, I was never principally opposed to procgen games. However, there is such a thing as procedurally-generated slop. Good procgen games use a very fine-tuned algorithm to create engaging environments. Minecraft caves aren't fun to explore by accident; the algorithm was designed and tuned to consistently produce novel and fun layouts. Items and mobs were designed to specifically interact with those environments to lead to fun gameplay.
You're missing the insight that games featuring procedural generation are still designed. Bad design will lead to a bad game where the algorithm produces unfun gameplay. LLMs are not independently capable of good design. Games where LLMs are given agency over the player's experience won't be fun.
> maybe you screw someone over and they dedicate their lives to destroying you
And maybe it's really annoying and unpleasant, because the game is doing a bad job of telling that story. You're assuming it'll be good, but LLMs aren't smart enough to tell stories well or to understand what kind of gameplay will be enjoyable.
- opyate 2y ago> You're missing the insight that games featuring procedural generation are still designed. Best example of this is Spelunky, and this book goes into good detail: https://bossfightbooks.com/products/spelunky-by-derek-yu https://bossfightbooks.com/products/spelunky-by-derek-yu Gist is that Derek designed these playable mini rooms which were ultimately randomly stitched together.