Does it not strike you as slightly surreal - in the context of the place (Dwarf Fortress forums) and the subject (procedurally generated game)?
I'm here talking about it because I've worked as a game developer, and the place of procedural generation is a subject which I find very interesting. I haven't found many games in which I enjoyed it at all. I'm not nay-saying, I'm interested in finding out the contexts in which it works better than others, and expressing my point of view as someone observing one of the biggest trends in game development right now.
Still surreal?
It`s just probably that for some reason I joined this forum thinking it is full of roguelike players and people who, you know, appreciate this kind of stuff. Well, at least a majority. You see, I`m not a fan of rhythm action games but you won`t find me on Harmonix forums arguing that new Saxophone Hero is bound to suck, because you have to tap buttons rhythmically (or whatever you do there).
The equivalent here is something like saying "I don't think that tapping buttons is skeumorphic enough for the desired player experience, and continually adding more buttons doesn't fix the underlying problem. We should use a dancepad instead and focus on creating new dance moves, or change the technology to create more feedback than button-tapping."
I don't think that the problems I'm bringing up are intrinsic to procedural generation. I'm trying to say that the big selling point of this game (just look at the thread title) is that it's BIG. BIGGER THAN EVER BEFORE. I'm not sure that that's a good thing. I *especially* don't think that that's necessarily a good thing in the context of procedurally generated games, and I'm putting my hat in the ring not to speak about this particular game, but rather to talk about a. big games and b. procedural generation, because this particular game has become the mascot of
both right now.
I asked for some examples of procgen games that suck, you guys came up with two: some Bloodborne levels and Starbound. Lets ignore that first comedy one, and the second is actually pretty good. However, it`s 1 (one) example. Bit thin on the ground here, no?
You asked for one example of an unexciting procedurally generated game. I furnished it, along with many other procedurally generated parts of games that I didn't like (oh, and I should add--that my ex-girlfriend who was addicted to NetHack also didn't like). Please don't move the goalposts.
And guess what? The cool kids* decided that it shouldn`t be the course and baseless naysaying is the order of the day.
*sweeping generalization
I would really appreciate it if you'd just argue based on what you think and not bait people. The rhetoric is needlessly inflammatory.
And again, I wrote an extremely long post explaining why my nay-saying was not baseless. You're free not to read it, but acting like it doesn't exist while addressing the jury isn't a point in your favor.
In fact, isn`t it hilarious that Chiefwaffles here just chided somebody for being negative in the Starbound thread - a procgen failure, released years ago - but I`m not allowed to cheer on a game which hasn`t even been released yet? Double standards much buddy?
First of all, you're allowed to cheer on whatever you like... buddy. This isn't cheering, this is attacking people for having a different opinion than you, and for sharing their point of view on a forum where you think that the tone should apparently be different than it actually is.
Second of all, the Starbound thread historically has problems with being about nothing but negativity, for years. You don't give a man with brain cancer an advil.
If you'd like to focus on the positive, you can ask nicely and be positive. I think that would be a great start.
So is this this out yet, or are we just going to continue argueplaining about proc gen until the procgenned cows come home?
*argueplains*
*milks the antler-udders of the procgenned cows, blue and green alike*