Quote:Original post by superpig
Quote:Original post by staaf Well they had a kind of that system in the Master of Orion series and, although it might be fascinating the first ten planets you discover, it quickly becomes a matter of looking for certain key parameters. Parameter A means they are viable for argiculture, parameter B says you can gain that much research here. Soon you don't even look at the whole picture of it but just for some key parameters. I think it makes the "infinite variation" very flat and boring, once you grasp the bounds of the variation. |
But if you keep increasing the number of parameters, the system becomes complex enough to be pseudorandom. Sure, when you're dealing with that many parameters it becomes very difficult from a technical point of view, but that's just another problem to be solved. |
I think that staaf really hit on an important point here.
Unless you had a HUGE amount of parameters, and each parameter had a very large number of possible values, I believe that a player would soon start noticing the patterns in it. The player would accept the content as something that was generated, and disregard it as something that could ever be a real culture. They would start only looking for the things about the culture that are directly effecting their gameplay.
I think this is bad because I believe that it's much better to make a small amount of excellent features than a huge amount of mediocre (or bad, even) features. In other words: rather than build a big game that is half as good, build a really good game that's half the size.
When dealing with procedurally generated content, I don't see a feasible way to give it the same thought out and authentic feel that custom content has. It's much harder to procedurally generate something that should have as much depth as the culture behind the inhabitants of a planet. Doing a great job procedurally generating things as superficial as terrain or the bodies of the inhabitants themselves is much more attainable.