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Post by Kilarin on Oct 5, 2007 12:19:52 GMT -5
By "Game Designer" I meant the person designing a specific game. Such as you did with LOH
And I'm certain it could be done well. BUT, it seems like it would be much harder to tell a STORY in this kind of format. LOH, Mageworld, even Ultima V Laz have stories of the kind that I don't think could be generated randomly.
And those three games also all created a sense of PLACE. I think the randomly generated terrain could be good at that, to a degree. The map/story/game designer could create the default tiles with the kind of culture he wants for each place, as you have stipulated, but I think it would best as filler. Kind of a "hamburger helper" for game maps.
Take LOH for example. Tir Malani has incredible atmosphere! How would it have worked if randomly generated? Well, actually, I think MUCH of it could have been. A generalized template for sticking together random underground terrain, randomized small villages, huts, etc. sure. They would have had the proper "atmosphere" and could have worked just fine as filler. But there would still need to be many places, such as the main city, the necromancer, etc, that would need to be customized and controlled.
So, a combination, user designed map tiles for the important places, "hamburger helper" filler for everything inbetween.
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Post by Xaa on Oct 5, 2007 12:51:06 GMT -5
And I'm certain it could be done well. BUT, it seems like it would be much harder to tell a STORY in this kind of format. Well, in darklands, each quest is a story in and of itself. Some (like "Whack the Raubritter") are pretty basic. Others are more complex, and how things turn out depends on what you decide to do. The way Darklands was set up, everything is storytelling. Most of your interactions in the game world were text interactions (click to choose what you're going to do or where you're going to go), so telling a story in the context of the game is pretty easy. The overarching quest (stop the coming apocalypse) takes hours or days to complete, and the replayability is very high - I'm *still* playing that game, and it's fifteen years old. Well, pretty much the same, actually. The idea I was talking about is that each area is pre-generated - so, you have a set of NPC's and quests that appear which will be different from game to game. The idea is that internal continuity is maintained because each tile (adventure area on the map) isn't actually random, everything inside it has been predetermined. For example, a place labeled "Dark Elf Capital City" might have four variations, containing four different sets of NPC's, who will vary every time in name, appearance, items carried/sold, mini-quests they can send you off on, etc. It only APPEARS random and unique - it isn't, everything has been predetermined. Overall story arcs are maintained by having certain areas (like major cities) always having NPC's who start you off on the main quest, and there are always NPC's in the other cities (or dungeons, or other adventure areas) for you to find who advance the story-line. Ah, but that's the thing - the stuff in between isn't just there for "hamburger helper." The idea is that every time you generate a world, it will be unique. And it would be HUGE. You could literally play it for years before you've explored everywhere. And every player who fired up the game and generated a world would have a unique world to explore. Most "Game Guides" start off by basically saying "Okay, you start in this city. Buy this equipment, and head off in this direction until you get to here, then talk to so-and-so to get the quest going, then go here and buy the magic gizmo you will need to kill such-and-such..." In this game I'm visualizing, you literally couldn't do that - every world would be unique. All a game guide could tell you is "you need to start looking around the map and talking to everyone to find out who starts you off on the main quest - then write down what they say and follow it." Quests, NPC's and other things are all created in such a way so that the main quest links it all together - but, you could spend years just following the quests you can get from each town and exploring the world.
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Post by ann123456 on Apr 30, 2010 1:04:05 GMT -5
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