Shit excuse for not even bothering with level design

>shit excuse for not even bothering with level design

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I agree, for the most part

Perfectly fine as long as it's done right.

it's garbage design

good examples?

Minecraft did procedural generation right.

It's good when it's used right. It can potentially add a ton of replayability. Chalice Dungeons in Bloodborne for example

Levels are an outdated concept from the time of baby nintendo platformers.

>making good decisions and good design are now outdated concepts

en.wikipedia.org/wiki/Category:Video_games_with_procedurally_generated_levels

youtube.com/watch?v=TgbuWfGeG2o

Procedural generation should be complementary to level design and not a replacement. It's supposed to save storage space and allow for larger game worlds without sacrificing detail
FUEL did procedural generation right

>FUEL did procedural generation right
Of all games id say it did it wrong. The game world was massive sure but it was BOOOORRRIIIIING.

Would take Burnout paradise world over FUEL at any time.

Horizon did procedual generation of floar + fauna.

>gay retard voice changer

fuck off

All open world games should have random fauna encounters.
I wonder if they made it procedural vegetation just so they wouldn't have to place all that shit manually in the game world? How large is the map?

Games that promise infinite content are so fucking transparent.

Never use that as a selling point, industry.

Yeah they said they did it because they didn't want to overwork artists.
The map is fairly large. I don't have much to compare it to.

When it lists Left For Dead 2 does it just mean zombie spawns?

Chalice Dungeons are the worst part of Bloodborne and not good.

XCOM 2 did it right.

okay

HZD.

>agree with the OP
>treat me like a cunt anyway

Please neck yourself

The point of procedural is to help devs saving work time.

The joke was that I'm industry and agreeing to something easily
how did you take what I said and misinterpret it so badly? are you a woman?

Sean Murray didn't intend to scam everyone with No Man's Sky; he's just a naive mr-nice-guy who doesn't know when to shut his mouth and stop making promises that he can't possibly keep. Happens all the time with inexperienced people in all kinds of software projects "Oh yeah we can fit that feature in too, sure thing. Yeah same deadline is just fine. No, we don't need more time or money for it, it's fine."

most recent i could think of is streets of rogue.
still in alpha but very fun. its a procedurally generated dungeon crawler mixed with the original gta and deus ex.

I think Spelunky did it pretty well (only played the original freeware version though).

I've already beaten the story mode several times by now, so to me cooping in the really hard FRC dungeons is currently more fun to me than anything else in the game (as far as PVE goes). But I already thought they were pretty neat anyway. It's a decently fleshed out dungeon system for being totally optional content, though it would be nice if it were more varied than it is.

Fine but don't draw attention to it. It's never a perk. Basing the amount content in a game on how much you can procedurally generate is fucking garbage.

Sorry.

Let it Die

>decide to make a game
>don't want to put the time in to make a game
>make half-assed game instead
Why even bother?

>take time putting rocks and grass in a vast open field that no one gives a shit about.
vs
>take time designing a dungeon.

just because it saves them time doesn't mean they're allowed to use that time to sit on their asses dumbfuck. It gives devs more time and resources to spend on other areas of the game

You still have to make sections for the computer to arrange

>no mention of Dwarf Fortress
>no mention of Space Engine

Because they are bad.

I really don't think the thread is talking about procedurally generating shit like grass or trees or background scenery like skyscrapers in an urban setting. I understand how that is useful. It's about games that use procedural generation to define the entire game, like Spelunky or Binding of Isaac.

Space Engine isn't a game

Are people serious? Procedurally generation is an amazing concept, it offers way more replayability and an actual unique experience for everyone.

>Lazy devs!!
No. You can almost always shit out a ton of levels in half the time that it takes to make a good level generator.

>It's never a perk
This looks like a plausible, good argu- oh whoops, wait, it doesn't at all.

daggerfall

I love the concept of procedural generation, it makes for a different experience everytime. However, nobody has done it right, therefore it sucks.

Just Cause 2

In one campaign there was a graveyard which was randomly generated.

...

every roguelike

The terrain procedurally generated, just with a constant seed.

Also in the mall the path you go on is random

>"procedural generation"
>actually a dozen handmade assets put together like puzzle pieces