Comment by jasonjmcghee
19 hours ago
A big name in proc gen is Kate Compton who coined the term "10,000 bowls of oatmeal" to describe this phenomenon of technically unique but not different enough to matter - I googled "10000 bowls of oatmeal" to see if there was a good article and the second link was about it and nms
https://www.challies.com/articles/no-mans-sky-and-10000-bowl...
That's pretty much the perfect description of NMS. Every planet is 'different', every site on the planets are 'different', but not different in any meaningful way. Oh look...this planet has 4 legged animals that are green and bumpy and the last one they were brown and spiky...but they move the same and act the same. Yawn.
It's not just NMS.. the "10,000 bowls of oatmeal" is a plight of all AAA games these days.
Ubisfot is a perfect example, look at their "Watch Dogs: Legion" for example. They decided to get creative and give you random characters generated by AI.. it turned out to be a disaster.
Another one is their Far cry games, where they copy and paste the same events but slightly different, all over the map and call it a day.
I think these efforts more have to do with bean counters taking over the industry than game designers being lazy. I'm sure there are plenty of talented people working at these studios, but they are held back by MBAs.
The quote "vastness of an ocean with the depth of a puddle" describes what the AAA-hollywood games complex aspire to be.
Fallout 4's endgame with the autogenerated "quests" of defending settlements get boring extremely fast.
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I personally really enjoyed Watch Dogs: Legion. It wasn't so much that each individual was very unique. Moreso the concept of being able to become anyone.
Far cry 3 and its consequences have been a disaster for the gaming industry.
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Let's see if GTA 6 breaks away from this
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The far cry games should be good but just aren't because of the repetitive bullshit.
Clutch Nixon is the only thing good thing about the last few games.
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A lot of criticism from no man's sky, like this one, comes from a fundamental misunderstanding of what no man's sky is, i fear... No Man's Sky really is just a sandbox game. a sandbox game doesn't need infinitely complex mechanics, it just needs to give you a blank canvas to do what you want to do... minecraft has like what 40 biomes, no man's sky has practically infinite biomes, is that not enough? you can build a unique ship nobody else will ever have, you can make a unique base on a unique planet and even build cities with other players, you can decide to be a space pirate or a wanderer and just explore to your heart's content, is that not enough? what else do people want? people always say nms planets are boring but is it just because they are a single biome? sure it would be amazing to have real planets, like light no fire but for all 18 quintillion something planets, but that would mean having a 30gb folder for every planet! just because they're procedurally generated doesn't mean they don't use up storage when they are generated, and it would be, i think, completely unfeasible to offer what light no fire promises to do but for the entire universe. IMHO you should view the entire nms universe as your equivalent to a minecraft world, and every planet as a unique-ish (there is some repetition but really not a lot) biome in that world. at least it helped me contextualize what the game does, because you're really not meant to spend the entire game on one planet. it's no man's sky, not no man's land...
> is that not enough? what else do people want?
I've bounced off NMS several times, despite having tried quite hard to get into it. So, my take is based on ~20 hours of early game, from 2025ish. Probably the best parallel I can draw is to Elite: Dangerous, which I played for several hundred ours before getting bored of it. What I find lacking in both games is that there's no _meaningful_ emergent gameplay that spawns off the procgen. Everything is wildy different on each planet, yet very same-y, because none of the differences really play into each other. In both, one can discover random biomes and creatures, but it's not like they are inherently interesting, they are mostly just following the same scripts.
Contrast this with something like Dwarf Fortress, which takes a slightly more in-depth approach to procgen, one where things have history, and in many ways, things "make sense". Or Rimworld, where the game tries its hardest to conjure up a narrative for you, dynamically, but still in a sandbox. So, basically, NMS is a perfectly functional sandbox game, and I have huge respect for them for keeping on working at it for so many years. However, it doesn't scratch my "hardcore simulation / mastery" itch, and so far I haven't been grabbed by any of its story generation. It just felt like a long series of fetch quests and "collect them all" games.
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> minecraft has like what 40 biomes, no man's sky has practically infinite biomes
Does it? I put about 80-ish hours into NMS last year. According to the wiki NMS has 13 biomes. In practice it has even fewer because the actual biome has little to no effect on gameplay. It's just a "look".
Yeah this is my experience as well. At first it felt empty, but then I sort of realized it’s not a quest game it’s a building game and it’s all about building bases and ships and what not, and they’re added progressively more ways to build and customize the world. And there are explorations - there are some truly bizarre biomes but they are rare. The variants that feel repetitive are falling along some average world characteristic - probably not too dissimilar to the universe at large. It takes time to find the weird ones.
If you’re looking for a scripted arc, wrong game by construction.
I think the multiplayer aspect is a bit weaker than it could be, maybe improved more recently, but it is a something that Minecraft has done well
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The difference is that Minecraft gives you much more granular access to manipulate the world, which enables a lot people to feel more connected to the world and become more invested in it.
Its notable that you dichotomise using the promises of another unreleased game from the same people. Depth was part of the original NMS promise.
Obviously NMS's original marketing was bonkers and capitalised on saying technically true things in ways to mislead large numbers of people.
> what else do people want?
A little bit of depth to go with all that breadth?
I'm not saying there aren't deep systems in NMS. Its just that they are sparse. You can tool around all day having only the most cursory interactions with most of the game's systems. They've added so many interesting things, yet last time I played it felt there wasn't much of anything to do with them. For example, the Pokemon clone they added a few updates ago -- fun for five minutes. Super simple battles. However many months of development for something that got old after 5 minutes.
Oh, my mistake, now that you've explained it like this it is magically fun for me now.
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I played it about a year ago for the first significant time after having bought it some point a long time back.
It's... fine? It kept me engaged until it didn't. Part of the "didn't" came about because I was being paper-cut to death by bugs that googling showed me had been reported for a long time, if not since the very beginning.
I kept feeling like it was a game on the verge of happening throughout, and it never quite made it. Lots of things to go do to serve.. no purpose. Nothing was that unique or memorable, and I often had very little clue where I was in relation to anything. At one stage I was overseeing a town but that seemed to do nothing for me other than make me go back and make a snap decision for no discernible reason, occasionally fight hostile creatures, and also act as a sink for resources I was gathering.
I kept thinking "Why am I even doing this" until it really sunk in "Why am I even doing this?" and quit.
It also exasperated me that even though I was using a pretty fast gaming system, on a regular basis assets would take ages to appear, including buildings. "Fly to this place on the planet, land at this archaeological dig, wait 3 minutes for the dig to bother to appear before you can do anything." (saw identical behaviour on my steamdeck too, so doesn't seem "my machine" per se?)
It's even worse when you see the exact same animal asset but scaled differently with a different color hue on a completely different planet. Ruins the immersion immediately. Obviously, it has come a long, long way since the 2016 article, but still.
For me it's the asteroids. Having space being so densely populated with procedural asteroids is immediately, irreversibly immersion breaking for me. Like... space would be opaque and life on these plants would immediately cease in a cataclysm of bombardment.
This was also one of many gripes I had with Starfield.
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Isn't Mincecraft basically that? I've never played it, so would be curious to hear from someone who's played both. From the outside both look very dull/soulless and yet people spend hours playing Minecraft building things - just engaging with their imaginations
I think one thing that Minecraft does very well is that it does not push the player towards any of its game systems, which allows the player to make up their own fun. No Man's Sky on the other hand throws a lot of different game systems at you. Just having points of interests pushes the player into just going from one to the other instead of them exploring what might make the game fun for them.
Building in Minecraft is a very different beast than building in NMS though. The prebuilt cabins and machines of NMS aren't the rabbit hole of redstone engineering that Minecraft has.
Basic Minecraft is basically that imo
Modded Minecraft is a very different beast, depending on the mods
It's pretty cool to see what modders have done with it over the years. I genuinely think Minecraft + Create is the best factory game.
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I feel like my issue was that every "site" on different planet was the same. Maybe I just hit poor randomisation or something. But I felt that I found exactly same thing just on different coloured environment. Or then things like pirate ships were just the same. Every single time...
> Every planet is 'different', every site on the planets are 'different', but not different in any meaningful way.
This is also the problem with the procedurally generated planets and moons in Starfield. Yeah, there's a whole lot of them, but they're also all populated with the SAME points of interest. You can only see a cryo lab or abandoned radio station so many times before it completely loses any meaning. It's basically the antithesis of the hand crafted world of Skyrim.
It's done so badly that you get points of interest spawning with outdoor food and beverage, folding chairs, umbrellas in icy moons that have no atmosphere and -200C temperature.
The alien creatures in Starfield were at least all designed by hand, and are somehow 'assigned' to specific planets and biomes in a way that's hard coded into the game.
The procedurally generated planets and moons from Starfield are a bit like the radiant quests of Skyrim, they just pad the game time a bit with procedurally generated content. The main difference is that the radiant quests in Skyrim typically sent you to locations you hadn't visited yet within a hand-crafted world, while in Starfield the world around the locations isn't interesting and the locations themselves start repeating way too quickly.
>This is also the problem with the procedurally generated planets and moons in Starfield. Yeah, there's a whole lot of them, but they're also all populated with the SAME points of interest. You can only see a cryo lab or abandoned radio station so many times before it completely loses any meaning. It's basically the antithesis of the hand crafted world of Skyrim.
Eh with a planetary cluster of that scale they have little choice. And Proc Gen is also in Bethesdas history, its how they built Arena and Daggerfall IIRC.
My issue isnt that you can see the same base on every planet, my issue is largely that when you have reached a sufficiently high level, most planets will be absolutely plastered with pirate bases. The universe goes from empty to full of RNG pirates and mercenaries so damn quickly. They really needed to create more unique encounters, but less of each kind, and spread them out a lot further.
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It’s the simulation effect - From the perspective of a interstellar travler you too are not meaning different from any other two legged quasi intelligent naked ape. :)
Dwarf fortress or rim world solves that by generating personalities.
I still think it's a remarkable success story and they can and should be incredibly proud of what they've built. But this vision of what is meant by cosmic depth and expansiveness seems to tragically miss the point.
Compare it to even our own solar system where even so much as a new high-res photo of the hexagon storm on Saturn comes with stunning new and specific detail, or the "heart" on Pluto, we're practically ambushed with novel configurations of atmospheric dynamics and geology. It's frustratingly rare for games to truly activate that feeling of wonder.
I think NMS is still an unbeatable deal for what it is as a game but it's a frustrating near miss flyby of what I think people want a true space exploration game to feel like.
The best space exploration game I've played is Outer Wilds (https://store.steampowered.com/app/753640/Outer_Wilds/), but instead of the NMS sandbox there are puzzles.
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I think Elite Dangerous had this same issue, at least the years after it was released when I played it. You have this whole to-scale galaxy to explore, but the vast majority of them contain no story, no life, no space stations, no other players, and are just similar rocks and noble gas bags over and over. Once you've seen about 100 systems, you've seen them all. Which is likely what our real galaxy is like, too.
The game is 2 million light years wide, but a meter deep.
What do you think people want a true space exploration game to feel like?
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Have you played Outer Wilds? It nails this feeling. If you haven't played it, don't read or watch a single thing about it and just play it with zero expectations.
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Spore had that but I kind of liked it. I guess that was 20 years ago almost, maybe my standards were lower. It felt charming seeing others' animals, some of them looked pretty cool.
There's a fundamental difference between procedurally generated worlds and how Spore actually works.
The creatures, vehicles, and buildings weren't generated -- they were created by other players and exchanged asynchronously, then seeded into your procedurally generated galaxy.
Spore is a Massively Single Player Online Game: no real-time multiplayer, but your galaxy fills with other people's content.
That's the opposite of the oatmeal problem. Procgen gives you infinite bowls that all taste the same. Spore gave you a finite but large set of bowls, each made by someone who cared about it. Different tradeoff, different failure mode -- but not the one this thread is about.
GDC 2005, Will Wright, The Future Of Content:
https://news.ycombinator.com/item?id=36280275
>Here are my notes and summary of the GDC 2005 talk where Will Wright first revealed Spore, which I asked Will to review and check for accuracy. It's interesting to compare the design he described in the talk with what Maxis eventually shipped. Video of the hour long talk:
>And that is the whole point, how you win the game: become involved with the content creation community!
>The powerful but easy to use direct manipulation editor tools, the automatic content sharing system, and the online community around user created content, were together the most innovative and successful things about Spore. (As contrasted with the not as well realized gameplay and storytelling design goals.) [...]
>Chaim Gingold, A Brief History of Spore:
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That's funny because that's exactly what I feel when I travel IRL.
I haven't played it myself, but surely an article written one month after the game's release doesn't do it justice, considering there have been multiple major updates attempting to address the gripes players initially had with the game in the 10 years since then (And review trends on steam indicate that these attempts were successful)
I played it in VR and it still does.
No Man's Sky suffers from planets being "deserts", they have different attributes but it's still a fairly lifeless empty world.
Ironically this is realistic but also not terribly fun as a player.
They've added a lot of elements inspired by other games. One of the first things they added was base-building. Also a colony sim subgame, a pokemon-like subgame, fishing and cooking subgames, a roguelike subgame (exploring derelict dreadnought spaceships), as well as a lot more non-procedurally generated storyline/quests.
The worst thing I can say about it is that it tries to be everything for everyone, and is relentlessly friendly - all the new mechanics are very forgiving, very optional and (from what I've seen) rather easy. But there is sort of an in game story explanation for why it sometimes feels more like Stardew valley than a space exploration game.
Indeed, I remember it being pilloried after release but the Steam reviews now are generally quite positive from players who've logged tons of hours.
The original massive controversy was the founder of the studio claiming it had multiplayer when it very clearly didn't which was such an odd thing to claim and easy to prove false.
That and the trailer was very different than the released game.
They apologized IIRC and then continued to work on it for like a decade - adding multiplayer and many large changes to the game
This quote applies to so much more than just gaming
One thing this article lacks is any tips on how to still do procedural generation while partly mitigating the oatmeal issue. In other words, define a more sophisticated generation procedure that can add character and identity.
It probably won't be as good as an artful human designer hand-crafting a world, but it can be better than something overly random and blandly uniform in distribution.
I've thought about it a bunch over the years and my advice is to follow a few principles: procedural elements should almost always impact how the player plays, procedural elements should cross-interact with each other as much as possible, and procedural elements should be understandable to the player.
As an example in No Man's Sky the player immediately starts with a jetpack. It makes it so the terrain is approached the same way every time: you just jetpack over it. Very rarely something is tall enough to require you to walk around.
Legend of Zelda: Breath of the Wild is a positive counter example. You have stamina so you're constantly thinking about the height of cliff faces, you can glide so you're thinking about height points and straight lines through the world, cliff faces cannot be climbed in rain so you think about the weather, slopes can be slid down on a shield, etc. There are a bunch of systems that may you think about the topology of the terrain, so even just varying the height map becomes interesting.
Similarly in No Man's Sky there are different resources but they work the same way on each planet and the player interacts with them pretty much the same way everywhere.
When I say elements should be "understandable" what I mean is that a trap, which Dwarf Fortress falls into, is to add a vast simulation which the player feels they can never really grasp. Simulations should not be a black box because then they begin to feel like a random number generator.
The aim shouldn't be to make an "infinite" game but to make a very interesting system for the player to slowly understand and master. The developer shouldn't just add stuff, but they should think about the long journey (and eventual mastery) a player might take as they spend significant time with the systems.
Very good points.
Weird question: do you have any tips on how one might apply these principles to a semi-stochastic synth plugin for musicians?
(I have several ideas, but I'd be curious to hear yours, independently.)
The Tumblr post[0] by Kate Compton makes a good example of how to build a generator with meaningful outcomes. You start by writing down good examples you want your generator to have and bad examples you want to avoid. That will both be a kind of filtering test and a structure to build from.
You can create different metrics and numbers to guide the generator, but every number loses meaning once you decouple it from human feedback in games.
[0]: https://galaxykate0.tumblr.com/post/139774965871/so-you-want...
Procedural generation is not gameplay. Procedural generation makes your already fun game more interesting via more variety.
If you don’t already have a fun game, then pro gen won’t make it any more fun than it already is. It turns a fun 1-hour game into a much longer fun game.
If every single Minecraft player loaded into only a single Minecraft world, it would still be as fun as it is. Would No Man’s Sky really be that much different if it just shipped with a handful of pre-defined planets? It might have less replay value but the gameplay wouldn’t be any different.
Good proc gen changes things in your game such that the player is given interesting reasons to make different choices each time they play.
> It turns a fun 1-hour game into a much longer fun game.
First procgen game I ever played was Starflight 2. (Pre-Internet era, so I couldn't get hold of Starflight 1. SF 2 spoils you, hard, on the major spoiler in SF 1, so if you're playing them from GOG or other sources then you should definitely play 1 before 2).
My ten-year-old mind was boggled. Hundreds of star systems, each one with several planets (usually), and you could land on each one? And explore the whole planet (in a very limited top-down 2D view, because this was the 1980's), harvesting minerals, and the map was quite a bit larger than what would fit on one screen? And it all fit onto one 720K floppy disk?!??!?
Now, of course, I know how they did it. But there was an actual game there. There were half-a-dozen alien races you could interact with (talk or shoot, as required), and there was an actual story. With a twist at the end that 40-year-old me would see coming, but 10-year-old me was shocked and amazed by. (And the twist in SF 2 wasn't even as good as the one in SF 1). And you progressed that story by following the gameplay loop:
Then eventually you would be able to make your way to planets with plot on them, at which the loop changes to:
After only a few runs through that loop, it's on to:
Crucially, once you had gone to talk to those plot-important aliens, you probably had enough resources that you didn't need to do much mining anymore. You might land when you spotted a target of opportunity — "Oh look, scanners say big pile of platinum just sitting there on a nearby planet, let's make a small detour" — but that was just to keep the bank account topped off. You could afford enough fuel to fly all the way across the map and back, so you could focus on the story.
And they timed it well: the core harvest-resources-and-upgrade-the-ship loop didn't have time to get boring before you were off to collect plot coupons. And there weren't too many plot coupons before it was time to find the MacGuffin, use it to beat the Big Bad, and save the day.
Star Control 2 did it really, really well, with better graphics since it was released a few years later. BTW, if you haven't played SC 2, search for "The Ur-Quan Masters" to download and play a totally free, legitimate, open-source version of the game, with full original assets since the copyright reverted back to the original creators who released it into the public domain for the UQM project to port to modern machines. I wish that had happened to all the old classics, but Star Control 2 is truly a good game. Definitely seek out The Ur-Quan Masters.
But before you do that, I would strongly recommend to play Starflight 1 and Starflight 2, to get a feel for the origins of the procgen-with-good-story genre that Star Control 2 did so very well.
P.S. Edited the "core gameplay loop" paragraph to better make it clear there were two or three loops, and you progressed forward through them, rarely having to go backwards.
The advice I've heard is 1) have as many different dimensions of variation as you can manage, and try to have them matter, 2) resist the urge to impart correlations into the generation, since this just reduces variety, and 3) allow your parameters to become extreme occasionally, so that some parts of your generation are notably different, and special because they're rare.
1) is the really hard part, I think: it's a challenge to come up with enough meaningful variations that also work from a gameplay point of view.
> 2) resist the urge to impart correlations into the generation
I think the opposite. The more dimensions you have, the more "invalid space" there should be. Otherwise you end up with giant dinosaurs with tiny feet and fairy wings. You end up with a yellow kitchen with a barrel full of arrows next to a blue dungeon with a giant dresser. You end up with nothing making sense, and everything feeling random in the same way. Trying to spot the differences between 100100111101011110110001001011101 and 1101101110111010000100111001011101 is exactly the "bowl of oatmeal" problem. The vast majority of possible combinations of values should be invalid and impossible, otherwise the choices actually don't matter.
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Spelunky and Terraria do a good job with Procgen.
Spelunky uses handcrafted chunks that are connected together like a puzzle. Each generation feels interesting because each chunk is interesting and they are just strung together into a unique maze.
Terraria does a similar thing, where all the things that matter are hand-crafted. Bosses, items, layer details, progression. The map and cave system is generated but the caves tend to string together hand-crafted experiences and hand-crafted monsters. Many areas are generated, but in a unique style for variety. And there was still a fixed progression in the background (ore and boss progression). I think its in a big contrast to a similar game like Starbound, where all the weapons and creatures and maps were procgen at first, and it felt very '10000 bowls of oatmeal'. Terraria vs Starbound is the most like-for-like comparison I've seen for "procgen done right vs wrong"
You want to look at dwarf fortress talks for that, I think?
IMO, Dwarf Fortress benefits greatly from the player seeing relatively few samples of the world gen, and the geography actually mattering to gameplay.
The actual geography doesn't vary that wildly most of the time ( if you've seen one lightly forested river valley, you've seen them all), but players generate a relatively low number of worlds, and in each world probably only see a handful of sites, where dwarf-scale world gen actually matters. Unlike NMS, though, the details of world gen matter to gameplay a lot. Trade caravans and invading armies can't traverse mountain ranges and ocean, so a mountainous peninsula can be extremely isolated. At the site level, you'll probably want to design your fortress to take advantage of local geography to help fortify your fortress and provide resources, so terrain and features like rivers, volcanoes, etc. placement matters a lot.
In contrast, No Man's Sky world gen feels pretty tangent to the actual gameplay. The game does a good enough job incentivizing you to explore lots of planets, but in terms of the survival/base-building aspects, there's a pretty short list of resources that matter to deciding where to setup, and geography hardly matters in terms of how you build.
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Roguelikes are the ultimate in procgen technology, and should be the basis of any design. (DF is the ultimate simulation but uses procgen as a tool to achieve it; a different vein than NMS trying to explore the procgen and its direct outcomes itself)
1. Any imaginary world needs to be internally consistent to be interesting. Procgen does not void this rule; randomization needs to be gated to that internal consistency.
2. A world can be composed of multiple environments, and each environment can a different definition of internal consistency. Dungeon Crawl Stone Soup does this very openly and to fairly good effect, but pretty much any decent procgen game will inevitably end up with the same choice, because it's what enables you to play with various procgen systems/rules while still having a coherent overall game.
3. Generalizing 2, procgen systems generally do not start from nothing; You embed reasonably well-defined bases (races, weapon forms, etc) and then apply randomization on top of those bases to form the final element. Meaningful fundamental variation in those bases leads to guaranteed meaningful variation in the end result.
4. Games are fundamentally interactive systems. Generating a thousand variations without actually changing interaction is equivalent to generating exactly one variation. A blue orc vs a red orc is a not real variant, unless you make it so by attaching effects / statuses / capabilities. The color distinction is then a signal into the more abstracted changes that have occurred. This is where NMS falls over -- the images have changed, but the interaction has not.
5. A corollary to point 4, changing numbers without changing interaction is equivalent to doing nothing. If a meaningful damage threshold is functionally every 10 points of damage, then generating numbers 0-9, 11-19, etc is equivalent to generating just the numbers 0 and 10. This is where borderlands falls over -- a million variations in guns, but the vast majority of those variations are just numeric differences that don't change anything in practice.
6. If the procgen applies to equipment/builds, you pretty much need permadeath as a driver for exploring a procgen game and its systems, because you need players to explore for a local optima. Exploring the space for a global optima in a procgen game inevitably devolves into a gambling simulator, because players optimize out the fun, and the optimal play is to the kill unit XYZ repeatedly for the 0.5% drop. Games like Terraria fall into this trap (though Terraria resolves it mostly by making unit XYZ be trivially summon-able bosses)
7. Procgen can never guarantee interesting results; You inevitably need a system of vaults/artifacts -- hardcoded quality items -- to guarantee periodic interesting locations/items. Ideally more notable than average generation, but less than strictly optimal so as to not overpower the other systems -- an issue I've had with games like Diablo 3, where finding an item-set was vastly more powerful than anything else that I acquired for the next 5+ hours, eliminating the entire looting system (and even character skill system, since it forced my build too)
8. Decent Procgen is inevitably rule-based, with possibly multiple chained-rules each doing their own rolls, to ensure coherency. Ideally the rule-chain is roughly discoverable from the end results (by virtue of following internally consistent and apparent rules) -- an end-result that cannot be explained is indistinguishable from pure-random, and pure-random in incoherent. See any Tabletop RPG generation tables.
9. Hell, just start any procgen design from tabletop RPG tables.
10. The number of variations that can be produced is meaningless. This is only for marketing.
11. A procedural system that generates exactly once is fairly pointless. Permadeath.
12. A procedural system is inherently unfair, because you cannot guarantee difficulty, proper placement, unit composition, etc without removing the procedural systems outright. Embrace the unfairness, and design around it. Permadeath.
13. A procedural system is inherently unfair; you need to give some guaranteed items with guaranteed results to navigate an uncertain world (e.g. escape tools).
14. It's always good to enable some control by the player over the procedural generation. Choice of environments, chances at additional loot, etc. You want the player to engage with procgen rules, because they're interesting (and if they're not, what are you doing?), and the easiest way is to give them tools to manipulate it to their advantage. Also permadeath.
You can work around 12. with constraint satisfaction solvers.
After generating the level structure, emplace an entrance and exit such that they are maximally apart. And emplace a strong monster in one of the rooms around the exit. And emplace a health potion in one room before the strong monster. And emplace treasure in the exit room.
That sort of stuff and be specialized and coded towards your particular games structures fairly easily.
Scale is much harder though. In something like NMS it’d be intensive doing such a constraint solver on the whole galaxy. Might work in chunks or regions though.
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I vaguely recall an episode of the Triple Click podcast around 2023 where they had a serious AI fanboy who was rah rah-ing about future procedural generation in games. It might have been Casey Anthony, but I'm unable to re-listen while at work.
The fanboy started saying how they could have endless different levels in Destiny 2... which is absurdly off-base since the entire game is just running through the same 9 sandboxes and 12 raids over and over and over again
He then went on to talk about AI creating an album as perfect as OK Computer on-demand, which was gently putdown by Kirk (who is an exceptional musician but also chill enough to suffer fools)
I'm listening to OK Computer right now. Came upon this reply half way through "Let Down". Hmm.
In my own procedural explorations, the solution to the 10,000 bowls of oatmeal problem is to manually curate them and give the user only the exceptionally good ones. It's a tedious lot of work.
This is something I realized about game design: if you have a procedurally generated world like XCOM, almost every playthrough (or "dungeon") has to produce something new to the player. Something like 10% of each run should actually have something new and unique. That's what makes games like Enter the Gungeon and XCOM 2 work and games like early No Man's Sky fail.
> A procedural universe may be technically impressive but it is also bland, empty, purposeless.
Why doesn't this apply to Minecraft? People love Minecraft even though it's equally purposeless and arguably bland and empty.
I think because the Minecraft world is like a giant tub of Lego. You go out into the procedural world to collect your pieces and then you create from that. It's actually your creations that are interesting and without them Minecraft would equally purposeless and bland.
That's exactly what No Man's Sky is though. There are entire communities centered around colonizing entire regions of the procedurally generated space. People build some seriously intricate bases and it really makes the worlds feel lived in.
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Multiplayer, demographic, community, and probably because it mainstreamed the genre. I'm pretty sure people, especially early teens, like to socialize on Minecraft with their friends. There is also the pseudo campaign of defeating the ender dragon. Minecraft is a juggernaut.
I suspect it does apply to Minecraft too, however Minecraft also benefits from its multiplayer communities in modding scene.
That article is 10 years old. NMS then versus now are two very different games.
And yet it was posted as a reply to someone saying that it still feels like oatmeal.
even as someone who enjoyed NMS as a nightly bowl of oatmeal, a second screen game while I listened to a podcast or a documentary, I can't dispute the accuracy of this metaphor. After a while it became brain off semitainment, and when paired with hands off semitainment I ended up with a full experience, but years later it still costs $70 to become nearly entertained and its become obvious that there are limits to how much you can make procedural generation not such as the core, heart and soul of a gaming experience.
Totally agree. But I'm still wondering why was Escape Velocity so fun yet NMS is a nothing burger? They are very similar, except EV was goofier.