
Originally Posted by
Neo Emolga
I didn't think about it so much before, but you bring up a really good point.
Procedural generation is fine to some degree. Heck, it could help enhance a game by randomizing some stuff so the experience feels a little different each time and keeps the player on their toes instead of "oh, I know X item is here or whatever so I can rely on it being there if I replay it again." I think No Man's Sky relied way too much on it to the point where they thought it would carry the entire game. Also, I kind of see this whole thing not so much of a failure as a learning experience and example for other companies to keep in mind when designing a game.
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