» Fri Jul 02, 2010 8:48 pm
In my opinion, the more dynamic and chaotic, the better. That chaos can only be achieved through sheer randomization.
The problem with hand-crafted worlds is that they are - repetitive. Once you do a quest, it'll be the same forever. Whereas "dynamic" questing still offers an amount of variation which amounts to enough surprises in gameplay.
Plus, there's the possibility of margin of error. Something which does not happen in Oblivion or MW, where there are practically no schedules, and all the same tasks must be done repeatedly. Oblivion in particular is a grotesque mix of the effective hand-crafted approach of MW and the sheer randomization of Arena and Daggerfall.
I think both things can be effective set in balance inside a title. A world could be mostly procedurally generated, and that would be realistic - I mean, most of the time, the world is repetitive: you see the same architectures, the same styles, the same vegetation. You don't stumble upon a different cave every time - in sum, most things are fairly generic. Then the hand-craftedness goes: special landmarks, cities, dungeons and places could be painstakingly done to give areas their own uniqueness.
But I think quests above all should be random - this adds an unbelievable amount of freshness to the game.