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Miguel Cepero of the Procedural World blog said something similar: that with the increasing complexity of AAA games, the only way forward is to procedurally gen
by archagon 13y ago
Miguel Cepero of the Procedural World blog said something similar: that with the increasing complexity of AAA games, the only way forward is to procedurally generate much of the content. He talks the talk, too: the engine that he's currently building can algorithmically create varied terrain and architecture while still allowing you to manipulate the game world like in Minecraft. http://procworld.blogspot.com http://procworld.blogspot.com
Personally, I don't necessarily agree. I've had way more fun with simple-looking games over the past few years (Super Mario Galaxy, all the crazy indie platformers, Minecraft, Counter-Strike, etc.) than with any AAA games. I think the way forward for the medium is to focus more on tight and innovative game design rather than shiny graphics and enormous (but ultimately empty) spaces. No procedurally generated world will ever contain the intelligence of a single cleverly-designed level.
On the other hand, I've also had a lot of fun with roguelikes, and I really look forward to the innovations in procedural generation over the next few years.