this post was submitted on 12 Nov 2023
130 points (95.1% liked)

Games

16690 readers
291 users here now

Video game news oriented community. No NanoUFO is not a bot :)

Posts.

  1. News oriented content (general reviews, previews or retrospectives allowed).
  2. Broad discussion posts (preferably not only about a specific game).
  3. No humor/memes etc..
  4. No affiliate links
  5. No advertising.
  6. No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
  7. No self promotion.
  8. No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
  9. No politics.

Comments.

  1. No personal attacks.
  2. Obey instance rules.
  3. No low effort comments(one or two words, emoji etc..)
  4. Please use spoiler tags for spoilers.

My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.

Other communities:

Beehaw.org gaming

Lemmy.ml gaming

lemmy.ca pcgaming

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] Paranomaly@sh.itjust.works 17 points 1 year ago (1 children)

This is all I can ever think of when games brag about so much procedural generation.

[–] CJOtheReal@ani.social 1 points 1 year ago (1 children)

I mean what else would you do with it? Everything else would be waaay to expansive and likely get problems with CPU power of players at some point.

[–] Voroxpete@sh.itjust.works 3 points 1 year ago

It's a fair question.

A while back one of the teams on Star Citizen was talking about an interesting idea they had for quest design where you would create distinct "chunks" of quests that the game would then be able to assemble on the fly. So, for example, it might start with "go to X, fetch Y", then add "Dropoff point gets changed during the mission" and "Enemies try to intercept on the way." But another time you might get "The dropoff was an ambush" or "The cargo is dangerous" (or both of those at the same time). Create enough building blocks, and you can start to disguise the machinery under the hood a little. Computationally this is very cheap because the computer is just doing the equivalent of rolling a handful of dice (I literally have tabletop RPG books that use this idea, with actual tables and dice).

I think some of this has even made it into the game. There were some quests they did with branching paths, that sort of thing. It's an interesting idea that I'd like to see pushed further.