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Author Topic: Games with a large degree of randomness?  (Read 841 times)

Flashzom

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Games with a large degree of randomness?
« on: January 17, 2011, 06:22:23 pm »

By random, I don't mean like random stupid, but rather randomly generated maps, weapons, enemies, etc. With the latter two being more important than just random maps. Examples of this include Borderlands for it's awesome random weapon system, Elona, Diablo, and obviously DF has quite a bit going for it. Random maps can be game defining if they are as interesting as MC but otherwise, it's just a cool side feature. So, any suggestions?

Thanks!

(Side note: if there is anything even remotely CLOSE to the ambitious efforts of the in-depth randomness of DF's adventure mode, I'd be more than gracious if you could point those out, even if they are still in development.)
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Frumple

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Virtz

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Re: Games with a large degree of randomness?
« Reply #2 on: January 17, 2011, 06:44:40 pm »

Daggerfall's dungeon's were randomly generated molochs with seemingly no end. The quests and settlements were also randomly generated.

Darklands had mostly random events and quests as well.
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Flashzom

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Re: Games with a large degree of randomness?
« Reply #3 on: January 17, 2011, 06:55:02 pm »

http://roguebasin.roguelikedevelopment.org/index.php?title=Main_Page

E: Oh. Right. Knew this had been done before.

Ah, thank you, I didn't mean to repost something that had been done before, I lurk fairly frequently and never saw that one slip past. Thanks!

EDIT: I guess, specifically then, what games have randomly generated weapons, or highly customizable ones?
« Last Edit: January 17, 2011, 06:57:22 pm by Flashzom »
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Jasper

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Re: Games with a large degree of randomness?
« Reply #4 on: January 17, 2011, 07:26:32 pm »

Space rangers 2

One of the most dynamic, randomized and open-ended games I ever played.
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IronyOwl

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Re: Games with a large degree of randomness?
« Reply #5 on: January 17, 2011, 07:56:55 pm »

It's not really what you're looking for, but Disgaea's items were somewhat customizable. They could both be leveled and inhabited by things to increase various stats, including the chance to add or protect against a handful of status ailments. They were also very slightly randomized, with the number of slots varying a little and the starting inhabitants varying a lot.
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