New DLC ideas.. procedural generation

Post » Thu Jan 21, 2016 7:58 pm

Greetings to all, I have recently saw the game No Man Sky, this game is one of those unique type that uses procedural generation to generate its world content.



I was thinking, why not do a Fallout 4 DLC with procedural generation?


or for any of the Fallout series in the future?



Beyond the Borders of the current map, this could be implimented to generate endless contents..



This way, the game files remain small, their art department don't have to scratch their heads hard to make new maps and excuses why the game can't have a larger map.



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Heather beauchamp
 
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Post » Thu Jan 21, 2016 6:20 pm

I'm behind your idea and think it would be a huge advancement to the game. There are so many areas they can expand on.








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Mimi BC
 
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Post » Fri Jan 22, 2016 4:39 am

I know it's not exactly the same, but Bethesda generated a lot of random content in the past to save time and make their games bigger. These content always felt generic and devoid of interest, most players demanded more handcrafted designs to make sure the feeling of traveling through souless generic places was not present. Although they still have some part of that in the game already, it's something so secondary that doesn't actually affects the experience.



No Man Sky had these kind of complaints and fears as well. You can have a million of endless planets, but they are all probably going to be similar to each other with little things of interests, since they will generate the assets from the same source, there is just so much you can add into the game, without making it feel like it was crafted without any sense. So you will not encounter planets with traps that will cause in you an emotional effect because if they exist they will be placed at random. You will not find portions of the game where you can take cover and solve fights from different approaches because all the content will be random without any coherence or logic behind it.



Remember that quest of the museum of witchcraft? something like that wouldn't be possible in a procedural generated enviroment. Neither stuff like quests, or the whole area outside diamond city with the destroyed buildings and enemies placed in certain parts for a reason, with signs showing you the way the first time to prevent you to get lost, or the carefully placed secrets. Instead you would get the feeling that you are constantly playing the same thing for 1000 time and grow tired of it quickly. If people complained about Skyrim's Draugr tombs, when they weren't even the only kind of dungeon I can't imagine their reaction if all of these were procedurally generated. You wouldn't even get puzzles, and in fallout's case, you can't even get terminals with procedural generated stories and content. Unless it's all related to similar patterns that will repeat themselves over and over, like for example, each time you find a terminal, there are meant to be turrets around. And so on.

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Daniel Lozano
 
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Post » Fri Jan 22, 2016 8:23 am

I agree with Armor.



I'd much rather have quality content painstakingly created by Beth than some randomly generated crap. Procedural generation has too many limitations at the moment. Games have become so dynamic now and you would lose some of that in trying to make it too big with those kind of techniques.

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Marquis deVille
 
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Post » Fri Jan 22, 2016 1:46 am

Procedural generation creates ugly worlds - roads and rivers that end at a random cliff, city areas that feel like exact repeats of the last city area and houses cut into perfect halves etc. Bethesda is into making art out of their landscapes, I don't see procedural generation as a Bethesda thing.

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Steph
 
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Post » Thu Jan 21, 2016 8:44 pm

Procedural generation worlds require a game engine that has been designed from the ground up specifically for that. GameByro/Creation is not such an engine, it is made for hand-build worlds.

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Lizzie
 
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Post » Thu Jan 21, 2016 10:10 pm

I adore procedural generation - I wish Bethesda would make a modern game in the style of Daggerfall, with a massively procedurally generated world the size of Great Britain, endlessly repeating quests, and now new things like settlement construction and even destructible or quasi-destructible environments. With modern technology, they could do a lot to mitigate the art fatigue and even quest variety.



But they should try to do that with an original game, not try to attach it to one of their detailed and handcrafted worlds. That would just be inconsistent within the game itself.

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Kahli St Dennis
 
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