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I don't think it's that simple. Diablo was designed to be repetitive (at least it seemed to me, it's a hack-and-slash game), and the levels are quite frankly b
by prawks 13y ago
I don't think it's that simple.
Diablo was designed to be repetitive (at least it seemed to me, it's a hack-and-slash game), and the levels are quite frankly bland in comparison to Skyrim, not to mention it's played on third-person view-from-above tiles.
Is anyone aware of randomized level design in a first-person game? It seems like a much more challenging task to get right. If you want to avoid repetitiveness at the scale of Skyrim I'd guess you would need reusable assets on the scale of pieces of a tapestry, and creating unique dungeon layouts would be extremely difficult, as they need to be designed to hold the attention of the player. I believe it's difficult to create artistically interesting and attractive layouts randomly without reuse of large pieces of dungeons (the main pain point in Bethesda's modular style).
- whatshisface 13y agoI suppose the long-term solution to this problem will be to computer-generate the layouts based on basic level design theory, and then have artists glance at them to check for errors. Minecraft can auto-generate some pretty interesting cave formations, maybe with a real budget, a team and the advantages of pregeneration you could do a lot better.