» Sat Feb 12, 2011 6:27 am
Both MW and OB used a mix of random and hand-placed elements.
MW's spawned "creatures" and un-named guards, and at least 75% of the loot, were generated from levelled lists, but the "world" was hand-made. The named NPCs were all hand-placed (MOST were named, including bandits and other "baddies"). The random loot lists often had a slim chance of a "higher" grade item showing up, so you could occasionally find something "decent" that wasn't hand-placed, but almost "seemed" to be. A lot of care was taken in placing clutter to provide a "living" look to the world, even though the NPCs didn't actually "do" anything except stand there or pace back and forth. Aside from the thousand or so little "issues" fixed by the various patches (official and unofficial), it made you feel "there".
OB's dungeons were often "procedurally generated" from a relatively small set of elements (the lack of variety showed), and then "hand-cleaned" to get rid of some of the most "stupid" anomalies. Once created, they were "permanent" and identical for every game. Its spawns and loot were almost all, if not ALL, randomly generated in each game from levelled lists, with many of those NPCs and items further "scaled" to your level. The amount of "care" in placement varied from one site to another, and the "rationality" of the overall layouts ran the full length of the spectrum from sensible to absurd, with some getting a nice "lived in" look and others being quite "sterile" and bland, in spite of the "scheduled" NPCs. Hand placed, often yes; "intelligently" placed, I've got occasional doubts. I found such awkward little things as the row of books perpetually "falling over" in the one IC weapons shop to be "immersion-denting", but not as bad as the lack of unique voices, the lack of dialog options, and the overall lack of "variety" in the game: smaller selections of armor types, weapons, apparatus, and everything else, especially when the "better" items didn't exist in the game world at all at low levels. Even the things that were hand-placed didn't always "feel" it, and the 100% guaranteed respawning aspect made it too obvious that there were levelled lists being used.
FO3 seems to have "backed off" on the levelling and scaling to some small degree, and it was a better game for it, but the guaranteed respawns quickly made it rather obvious what was "random" and what was "fixed". There were other issues that I won't go into here, but the attention to details and definite use of some "intelligent" item placements certainly helped. Let's hope that the developers manage a good balance between random generation and hand placement, and that they BOTH get proper review and adjustment where necessary to make them "work" well in-game.