VaranisArano wrote: »Oh, like in TES IV: Oblivion with the Oblivion gates?
Yeah, that didn't get boring really quick.
Hey Dev Team,
I was just curious, but has any thought been put into a procedurally generated dungeon to shake things up as it were? Much like how in the early days of a game with a certain "El Diablo" in which the levels were always different each time you played them?
This would break up the monotonous nature of running random (seen it, been there, done that) dungeons.
My thoughs would be along the lines of a dungeon that has random map layouts, and bosses (with random abilities). This would blind side every group each time the dungeon is run. You would never know what to expect each run and could never anticipate exactly what skills would need to be brought to the table.
Well balanced characters might take a bit longer to get through the dungeon, but so called "glass cannons" might not have the tool sets necessary to just BLAST their way through it. Perhaps skills based on the class/role you chose would make suitable obstacles/objectives possible, i.e. doors that require the highest level of lockpicking, or bottomless pits that require streak to get across, to then lower a bridge for non teleporting characters to get across.
Not necessarily making things puzzles. (personally I am too stupid to do puzzles on the fly) But adding new content constantly without the need for a DLC or at least something to truly hold us over and give us an ADVENTURE rather than simply the normal dungeon thrashing that happens now.
Individual mechanics could be learned, but not anticipated for each run. The fire runes on the floor the first time you run around the 3rd corder may be a boss next time or trash the following time, or even a dead end. (as the map should be constantly changing with each new run) Not many new textures would be required, as with Skyrim, while many caves look to have exactly the same textures and a few similar rooms, they had different layouts using the same "tool set" so to speak.
I believe this proposition would allow the dev team more time to bring QUALITY DLCs and chapters.
This is a very, very, old idea.
Three reasons why it wont happen in the next decade:But its been a very old idea, suggested by many to various developers of various games and MMO's, some directly to developer teams (such as myself to Turbine, back when DDO was in early development) with the same responses.
- Far too many variables (at present) to code for a stable, bug free result
- Finite amount of database space to store variations
- Too much computation time required for current server technology, given the cost/profit ratio
Quite simply, it would be a huge R&D expenditure with no guaranteed result, since no one in the industry has done it.
I will say that the first to successfully achieve it though will /win the game of endless quality entertainment, as all current games require a creative human element to them that demands <x> amount of time investment for a static product.
Will it happen?
Eventually, yes.
The technology exists today to support it, its just something that has never been successfully implemented.
This is a very, very, old idea.
Three reasons why it wont happen in the next decade:But its been a very old idea, suggested by many to various developers of various games and MMO's, some directly to developer teams (such as myself to Turbine, back when DDO was in early development) with the same responses.
- Far too many variables (at present) to code for a stable, bug free result
- Finite amount of database space to store variations
- Too much computation time required for current server technology, given the cost/profit ratio
Quite simply, it would be a huge R&D expenditure with no guaranteed result, since no one in the industry has done it.
I will say that the first to successfully achieve it though will /win the game of endless quality entertainment, as all current games require a creative human element to them that demands <x> amount of time investment for a static product.
Will it happen?
Eventually, yes.
The technology exists today to support it, its just something that has never been successfully implemented.
Diablo 3 is fun to be sure, but the "random" patterns are just the same ol' stuff, with minor variations.Darkstorne wrote: »What are you talking about? O.o
Diablo 3 is the perfect example of why this would be an amazing idea. They handled it incredibly well, and WoW is implementing a similar design for its next expac.
Hey Dev Team,
I was just curious, but has any thought been put into a procedurally generated dungeon to shake things up as it were? Much like how in the early days of a game with a certain "El Diablo" in which the levels were always different each time you played them?
This would break up the monotonous nature of running random (seen it, been there, done that) dungeons.
My thoughs would be along the lines of a dungeon that has random map layouts, and bosses (with random abilities). This would blind side every group each time the dungeon is run. You would never know what to expect each run and could never anticipate exactly what skills would need to be brought to the table.
Well balanced characters might take a bit longer to get through the dungeon, but so called "glass cannons" might not have the tool sets necessary to just BLAST their way through it. Perhaps skills based on the class/role you chose would make suitable obstacles/objectives possible, i.e. doors that require the highest level of lockpicking, or bottomless pits that require streak to get across, to then lower a bridge for non teleporting characters to get across.
Not necessarily making things puzzles. (personally I am too stupid to do puzzles on the fly) But adding new content constantly without the need for a DLC or at least something to truly hold us over and give us an ADVENTURE rather than simply the normal dungeon thrashing that happens now.
Individual mechanics could be learned, but not anticipated for each run. The fire runes on the floor the first time you run around the 3rd corder may be a boss next time or trash the following time, or even a dead end. (as the map should be constantly changing with each new run) Not many new textures would be required, as with Skyrim, while many caves look to have exactly the same textures and a few similar rooms, they had different layouts using the same "tool set" so to speak.
I believe this proposition would allow the dev team more time to bring QUALITY DLCs and chapters.
I never said it was a new idea, or My idea. I simply asked if they have considered it. More of a *hint* *hint* sort of way.This is a very, very, old idea.
Three reasons why it wont happen in the next decade:But its been a very old idea, suggested by many to various developers of various games and MMO's, some directly to developer teams (such as myself to Turbine, back when DDO was in early development) with the same responses.
- Far too many variables (at present) to code for a stable, bug free result
- Finite amount of database space to store variations
- Too much computation time required for current server technology, given the cost/profit ratio
Quite simply, it would be a huge R&D expenditure with no guaranteed result, since no one in the industry has done it.
I will say that the first to successfully achieve it though will /win the game of endless quality entertainment, as all current games require a creative human element to them that demands <x> amount of time investment for a static product.
Will it happen?
Eventually, yes.
The technology exists today to support it, its just something that has never been successfully implemented.
Diablo 3 is fun to be sure, but the "random" patterns are just the same ol' stuff, with minor variations.Darkstorne wrote: »What are you talking about? O.o
Diablo 3 is the perfect example of why this would be an amazing idea. They handled it incredibly well, and WoW is implementing a similar design for its next expac.
You dont really see anything "new".
The goal of procedurally generated content is to accomplish two things:Thus far, the only game I know of that has done this is Elite Dangerous, and not because its entirely procedurally random, but rather the developers modeled an entire galaxy within their explore-able space, and thats some 400 billion'ish star systems.
- Eliminate pattern detection (humans are notoriously good at this)
- Facilitate near-infinite content based upon finite player decision, while simultaneously accomplishing #1
It would take a single player over 1,095,890,410 years to explore every last unique star system, presuming they could both travel to, and completely catalog one star system every 24 hours. (400 billion / 365)
Or, it would take 1,095,890,410 players 1 year, however you want to do the math.
The best one could conceivably do is to model "Tropes" for story content and then a range of "scenarios" for interactive/reactive content.
Since humans are very good at detecting specific repetitive patterns, only generic patterns (tropes & styles) are regarded as "Fresh" and new.
Play w0w for any length of time and you have learned all the possible variations for all mob attacks, as well as becoming intimately familiar with the landscapes and having already mapped out the shortest routes from A to B.
To eliminate this, a game has to have only a "Generic" atmosphere, i.e the area is "Bumpy" or "Desolate", in addition to generic challenges, "The Hounds of scorchland are no stranger to fire", without having specificity that would inevitably become "too familiar".
With static content players get "bored", the same as they get bored with D3's "random" rifts, eventually.
You can only maintain the "Monty Hall" campaign for so long before it simply gets old.