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Indeed. Several of these problems actually say a lot about the design of the games that implement the solutions. This is one of those. Similarly, "start with
by angelbob 14y ago
Indeed. Several of these problems actually say a lot about the design of the games that implement the solutions. This is one of those.
Similarly, "start with procedural and add some bits on top" (one proposed solution to this) would be a huge, huge change to how you design everything, and require a different set of tools and a different mindset for designers, and, and, and...
But man, if you could make it work it would be amazing.
Several of his points are the same way. They constrain all kinds of things and don't look at all like the current game industry we're used to.
That's one reason I don't think they have a prayer of solving all five. Too many constraints.
If they could do two or three, that would still be brilliant.
- emtel 14y agoRealm of The Mad God used procedural generation for its levels, and was hugely successful, so yes, this way of doing things is a change, but it's also not completely unprecedented.
- angelbob 14y agoSure. Pretty much none of what he's talking about is unprecedented (except actually breaking the speed of light). It's just inconvenient and far from mainstream.