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The Death of the Level Designer: Procedural Content Generation in Games

41 点作者 vgnet大约 13 年前

7 条评论

tmurray大约 13 年前
Look at part three of this series: <a href="http://roguelikedeveloper.blogspot.com/2008/01/death-of-level-designer-procedural_2464.html" rel="nofollow">http://roguelikedeveloper.blogspot.com/2008/01/death-of-leve...</a><p>Considering this article is four years old, a lot of this didn't pan out. Spore failed to come remotely close to its hype, Borderlands' gun system turned out to be unpopular (too many guns were completely useless). Diablo 3 uses procedural dungeon generation, just as 1 and 2 did, but with plenty of predesigned set pieces scattered throughout.<p>The problem still seems to be that the set of things that you can generate on the fly and all result in something fun is fairly small. The other interesting thing is that we're seeing the opposite trend in terms of the growth of user-created content as a central game component (thanks Minecraft).<p>Procedural generation will certainly be used to keep games replayable (D3's dungeon and loot generation, L4D's director AI, etc), but to claim that it will replace designers in any way is silly.
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stcredzero大约 13 年前
As a matter of fact, I'm in the process of writing an exploration and combat based space game, with an astronomical number of locations. (Much, much greater than billions) These locations will also contain procedurally generated alien technologies that can be incorporated into ship designs, resulting in emergent ship capabilities and gameplay.<p>Such a large universe also means that there will always be a frontier for someone to strike-out into and establish their own industrial infrastructure/empire. (Once certain thresholds are reached, such factions become visible in "Hyperspace" to other large factions.)
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gavanwoolery大约 13 年前
Programmers tend to argue in favor of procedural generation, artists and designers against it. But the truth is, it benefits everyone, and does not necessarily replace anyone. I hate to break it to anyone, but almost <i>every single game</i> uses procedurally generation, either at runtime or pre-compile time. Did you use a filter in photoshop to produce that texture? Procedural generation. Did you perform a lathe operation on that curve? Procedural generation. Anything that takes a simple user action and produces a new (potentially complex) result via code is procedural generation. The more you empower artists and designers, the more they can do. Even if a game is completely procedurally generated, you need someone to tweak all of the parameters (material colors, building styles, character attributes, etc).<p>That bit aside, I am still waiting for a game to do more on the AI/plot/puzzle side of things in terms of procedural generation. As I have mentioned a few times before, emergent gameplay is key. Still, there is not one game with strong mechanics that has successfully employed emergent gameplay (aside from very basic puzzle/board games).
mkramlich大约 13 年前
I was playing games with "procedural content generation" back in the 80's. Heck I was making computer games that did it. Sigh. One of the joys/annoyances of ignorance and new generations is that everything old is suddenly new again.
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EastCoastLA大约 13 年前
<p><pre><code> It is interesting that more games have not used this in re-release of older games. I can think off the top of my head 3 games that I want more content to extend the replay-ability. -Mario-Kart with procedural generated race tracks after you beat all the levels and gain all the trophies. -Multi-Player Halo. An option for one of the random games to have a procedural generated map. With a player vote at the end of the game. Top maps added to the rotation. -Burnout paradise- Use the city generator to create random games. Again players vote at the end of the game. Top maps added to the rotation. Bonus-Left for Dead and make it through the random city.</code></pre>
v0cab大约 13 年前
I never saw the point of procedural generation in games like Diablo. Seems to me something only programmers would be interested in. What would have been wrong with getting a level designer to do it? Then gamers could talk more about shared experiences.
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smashing大约 13 年前
In other news the set of "The Death of {X}: {Article Topic}" is infinite.
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