And adding lots of details NOT like these can make it memorable for the right reasons (in an RPG). Better to spend time on details which matter, and on mechanics which aren't needless nonsense.Dire Roach said:...but adding up lots of details like these can make gameplay a much more memorable experience.
And I'm still not seeing how reward for mundane-activity-X makes a game any better unless that activity is intrinsically entertaining, or is the only way to introduce a mechanic which creates entertaining gameplay.EvoG said:...this is exactly what I've been talking about with food; its not about realism, but an abstract and more a way to take something seemingly mundane and make it have value more so...
This simply is not the case for any "bathroom break" system. It sucks in any game that doesn't either consider toilet humour an asset (fair enough in some games), or is based in a setting where a "bathroom break" is a significant event (I've never seen one).
In a semi-serious RPG, it's a pointless, incoherent conduit for an unremarkable mechanic which could be introduced in more effective ways.
No - it's not "obvious".Procedural Content - Works, but like a computer painting a painting or composing music, its only as good as the initial input, and never as good as something handcrafted. Obvious statment I know
Get a child of 3 to make your art, and it will suck. Get a trained artist to do it, and it'll be good. Write a trivial algorithm, and it will suck. Write a brilliant one, and train it with a huge amount of information, and it might well not. [it's also as good as the initial input combined with the algorithm: simple input will only work well with an exremely specialized algorithm - but who said we can't have complex, thoughtful input, or highly specialized algorithms?]
By all means say that current algorithms aren't great (for some purposes), or that developing good ones is impractical with current technology (for some purposes). Don't maintain that humans are simply better as some kind of "obvious" statement, since you have no way to back that up.
I'd probably agree if you said that humans were clearly more versatile. I don't see that changing any time soon. However, even creative computer science problems can be very specific. There's no need to create an "artist" algorithm - just one that can create good art within very specific bounds (after perhaps months/years training).
In some problem areas, this is probably already a reality - particularly those where a human artist/designer simply doesn't have time to give all areas of the creation enough attention. You could argue that the human would be better if he had the time, just as I could say that he wouldn't (for any purposes) with a good enough algorithm. If we're talking practicality though (as I'm sure you're eager to do on the anti-perfect-algorithms front), then time is a vital element.
In any endeavour where huge scale and fine detail are both important, a computer can already wipe the floor with a human, however "artistic" the problem. It can also introduce any amount of run-time variety desired - where a human is stuck at zero (at run-time). Computer entertainment is primarily about interactivity. A computer can make art interactive. A human can't.
Though I'd dispute the claim that a human can "obviously" paint/compose better than any computer [primarily since the playing field isn't level - at least try a 3-year-old vs a computer, or train a computer intensively for 20 years], this isn't the important point. Computer entertainment is not the same as art/music. The greatest thing it has in its favour is interactivity. The more a game is pre-written, pre-drawn/rendered, pre-scripted, the more it loses that advantage.
I'm not saying that's never a trade-off worth making, but it is a trade-off. The less you do procedurally, the more you set in stone, and the less potential for interactivity you get.
That is just nonsense.but perhaps the most successful adopting of this system is Spore, and even though I'm intrigued from a technical standpoint, it loses a lot for me knowing that there won't be much thought put behing the procedural worlds other than a seed value.
I'm not sure what information Spore uses as inputs to its algorithms (have you any info? I'd be interested.), but I'd bet a whole lot it's not simply one seed value. A procedural world (or anything) can be created using as many seed values as you like, with as much thought behind them as you like. Similarly, an algorithm to choose such seed values can be arbitrarily complex, with as many inputs as you want.
Effectively, hand-crafting a world is doing this:
Enter in a huge amount of seed values, affecting very local areas.
Put them them through a trivial algorithm.
Get an output.
Procedural generation does this:
Enter in a fair number of seed values, affecting areas on various scales.
Put them through a non-trivial algorithm.
Get an output.
The difference is in the user's ability to predict the effects of a seed value change (trivial for "hand-crafting", more difficult for a procedural method), and in the user's ability to express his intentions by manipulating seed values (very hard for true "hand-crafting" [most art tools are just simple procedures where you pick seed values], much easier with a wide variety of powerful algorithms).
The most effective method depends on the scale of the problem. To create an 8x8 texture (for whatever odd purpose), you might set each pixel manually (i.e. true hand-crafting). To create a cave interior (or various models for part of one), you're not going to set each vertex individually - you're going to rely on various (procedural) tools to move groups of vertices. To produce an Oblivion scale landscape, you're going to use larger scale procedural tools. To produce a Daggerfall scale landscape, still larger.
There's nothing to stop designers hand-crafting things at the top level. The only difference is where this top level is set. You'd never want to set it at a vertex/pixel level, since computers can interpolate/extrapolate much better than a human for simple curves. I don't see why there's an automatic assumption that computers must be worse than a human at higher levels of complexity (A computer draws a horrible spline curve if you get the algorithm wrong too - higher levels of complexity just require more difficult algorithms).
The lower the level at which human design comes into things, the more interactivity and variety you lose. That's a bad thing. The level should be as high as practically possible. Perhaps that means hand-crafting most things right now: but this is an unfortunate sacrifice - not an ideal situation.
That's just BS, plain and simple. You might as well say that there aren't natural "places of interest" in the real world (since there was no human designer to make them interesting). The places of interest in the natural world arise out of combinations of natural systems. Thinking that combinations of "artificial" (i.e. designed, hand-crafted) systems are less capable of creating places of interest, seems rather odd.For ancillary things like forests, using Lsystems and, dare I say, soil erosion and such is perfectly fine...but once you get to places of interest, it can never be.
Certainly creating good systems which produce interesting results is hard. It's absolutely not impossible though, and increases in processing power / memory are opening a lot more doors in this area (which is why it's such a shame so few are walking through them).
Note that even if all this were realized, it wouldn't leave content designers out of a job (necessarily). It'd just mean they got to create interesting countries, worlds and universes (including defining - in any amount of detail - the range of artistic styles present), rather than interesting doormats, dining-rooms and cottages.
Wouldn't that be nice?
Are we still on "unique" = "hand-placed/hand-crafted"? It's getting a little tiresome if we are. Apart perhaps from writing/dialogue, there's no need for hand-crafting in order to achieve uniqueness (even then, a pre-written NPC/book etc. doesn't have to be hand-placed - it just needs to get placed somewhere appropriate [perhaps somewhere very rare/unique], and not be put in two/more places -unless that made sense).Since its been agreed that theres only so much tolerance for an open world and that there need be a great deal of unique content to make exploration worth while...
...what is the Tolerable Minimum Frequency of unique objects to open-world? How far apart can unique content be...or...how far would you travel before 'something' needed to happen or be found?
Would knowing that anything you did find would be unique allow for even greater distances since the reward would equal the effort?
Do other elements such as combat or essential item discovery or even a survival mechanic make the interim travel interesting enough to allow for greater distances between 'set pieces'?
What's necessary is variety in every sense. Variety within areas, variety between areas, variety between times, variety due to world events, variety due to player character changes....
Variety in NPC interactions probably needs hand-crafting, as does variety in books/scrolls/involved descriptions [though descriptions / books /NPCs can have a few Variable_Name_Here entires (naturally cross-referenced to keep all world information consistent [or intentionally incorrectly cross-referenced to allow different books/NPCs to be wrong each time]) - e.g. separate playthroughs can have subtly different histories / NPCs with mildly different backstories / outlooks...].
However, these don't need to be "set pieces" as in "previously hand placed to be in exactly spot X". So long as you have enough hand-crafted stuff, you can stick it in the player's path (only when the situation meets relevant criteria). Of course you'd eventually run out of hand-crafted stuff (at least for each context), but hopefully there'd be enough to keep the player interested for ages.
I don't think that overall world size needs to limit the density of interaction too much (so long as you don't use all your unique encounters too quickly).
With a non-open large world (e.g. Fallout, Arcanum), I just prefer the coherence it brings to the setting. They feel like convincing worlds (in this respect at least).If you chose a large world, why do you prefer the larger world and greater distances over the smaller, tightly packed worlds other than the 'real-world scale' rationale? In other words is there an emotional satisfaction of the journey? Does it feel more epic to travel to far off lands?
With a large open world (Morrowind...[or preferably a better version of it]) I think I like the feel of adventure. I want travel to be unpredictable, enable exploration, and be a significant challenge in itself. I also prefer a setting to seem like a coherent world. Having everything packed together like a fairground doesn't give that feel. [though I'd be fine with an RPG in a very small location, so long as it doesn't attempt to pass itself off as the known world]
So long as wilderness travel/exploration/combat/survival... were handled very well, I wouldn't be too bothered by not bumping into a pre-written quest every two minutes. I would want some over-arching motivation(s) though. If my journey from A to B leads me on a long voyage through dangerous, uninhabited wilderness, there had better be some motivation to get to B (real motivation - i.e. consequences (preferably interesting ones) for not getting there). Just as I want wilderness exploration to provide immediate information (i.e. rich, informative environment) and consequence (non-trivial survival requirements), I want it to be a journey made on the basis of information (faction goals, character goals...) and consequence.
That doesn't mean a time-limit or similar that's very difficult to fulfil - there's no use penalizing exploration by making travel a sprint. So long as a long journey is challenging, it doesn't need to be a race against time. In large scale world, it'll be convincing that getting to B at all is a challenge: there's no need for a "This message must get to B at once!!1!" quest (or equivalent), but rather a "In such perilous times, a journey to B will be hard indeed. I trust you have the skills to make it with this message. It's vital that no-one learns of your purpose." (or whatever). [clearly there doesn't actually need to be a formal quest - just a convincing reason that it's helpful to be in B to further certain aims]
What I'd want is a world that responds to my heroic/epic journeys enough to make them seem worthwhile. It needn't (preferably) be any urgent/fed-ex purpose, but I do want purpose.