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dear mr w M w
 

offline jkd from Twitch City (Canada) on 2007-07-03 20:22 [#02099612]
Points: 1138 Status: Lurker



Do you like Metroid on the NES? I do.

What do you think about the idea of a metroid-like game,
where you go around exploring and finding items that give
you powers to get to new areas... but, the whole map is
randomly/procedurally generated, so it's different every
time?



 

offline RussellDust on 2007-07-03 21:05 [#02099630]
Points: 16078 Status: Regular



New levels every time?
Sounds shit.


 

offline jkd from Twitch City (Canada) on 2007-07-03 21:17 [#02099632]
Points: 1138 Status: Lurker | Followup to RussellDust: #02099630



Why do you say that?


 

offline Ophecks from Nova Scotia (Canada) on 2007-07-03 22:08 [#02099637]
Points: 19190 Status: Moderator | Show recordbag



Bad idea, at least when it comes to Metroid and its
followers. There's a place for random level generation in
gaming (Diablo/Elder Scrolls/Champions of Norrath/Dark
Cloud/every dungeon crawler ever etc), but not in
Metroid-like games where you find items and solve a series
of different puzzles and problems to access new areas. In
Metroid's case especially, the level design is the core of
the entire experience, a lot of thought and care on the
developers' part went into the manual crafting of them,
aesthetically and for gameplay purposes. A randomly
generated Metroid game would suffer from... randomness,
instead of logic and intuition. Level design is an art. Lots
of human developers suck at it, so I can't see how a script
or equation could know what's fun and what flows well.
Unless it was a one in a billion generation.

I mean, it would be interesting to see what came out, but
ultimately it would feel very artificial instead of organic,
like Super Metroid.


 

offline RussellDust on 2007-07-03 22:35 [#02099640]
Points: 16078 Status: Regular | Followup to jkd: #02099632



The idea is always gonna sound appealing.

(I agree with Ophecks in the sense that it's not going to
fit just any genre and to top that it has to be pretty well
thought out. A hell of a lot of work if you wanna make it
work and not generate shit every 3 levels (and i'm being
kind), otherwise it's just going to follow such basic rules
it will end up defeating the whole object.) Bomberman or
Bubble Bobble would be far more feasible.




 

offline w M w from London (United Kingdom) on 2007-07-03 23:08 [#02099651]
Points: 21451 Status: Lurker



I'm very interested in random/procedural elements but I
havn't even made one game yet, so will have to do a lot of
thinking and experimenting in general. I have lots of fuzzy
ideas and concepts by observing the games I like best and
analyzing the root of why a particular element is
entertaining/fun (to my brain anyway)/trimming off excess. I
like gameplay that maximizes concentration and skill and
makes you find heuristics that emerge from the chaos.

I guess the main function of randomness is to add replay
value and make the game fun even to the programmer who knows
it inside-out. Even simple random elements, like the slight
direction a cacodemon moves at any given moment or when it
fires (multiplied by how many other monsters there are, each
with their own slight randomness (plus different monsters
might randomly fight eachother)) in doom2 builds up over
time to make the whole thing feel like a seperate real time
experience each replay, even though it's the same exact
program and level. Metroid was mostly enemies that moved
back and forth in linear paths or with predictable behavior.
If some deeper gameplay element was added (say a seperate
button controls a shield or something), etc, it might be
more fun. I remember in zeda 2 on nes, fighting those
knights was simple enough but the simple element of trying
to block their sword while simultaneously attacking where
their shield wasn't demanded more skill and
concentration/making them the most fun enemies in the game
(until you realize you can just jump and attack their head
repeatedly, making them challengeless again).
Metroid was great, but mostly as a sort of eerie
experience/quest. The gameplay was sort of a backseat (not
very challenging or skill based other than figuring out what
to do next) to the feeling of just being on a quest in a
neat huge alien world with minimal eerie music and getting
interesting new power ups. And since the world/experience is
the main fun element, designing it in a cool way beforehand
(rather than generating it) mi


 

offline w M w from London (United Kingdom) on 2007-07-03 23:10 [#02099652]
Points: 21451 Status: Lurker



might be preferable just to make sure its cool.

Since gameplay arguably isn't metroids core fun value, it is
fun on the first play-through but doesn't have much replay
value, and therefore randomnly generated levels might be
pointless. For example, with that really old randomly
generated game 'rogue' (nethack), you might die/restart 5
times per hour, so you instantly get the benefit of randomly
generated levels to have a new/unique experience each time.
On the other hand metroid is a really long quest you beat
over the course of a week with saves, so replaying it on the
next randomly generated map wouldn't be until next week. It
depends on how the random generation is implemented though.
Actually the sheer size of the levels made it difficult to
remember where items/paths/etc were on the next play, so it
already has replay in the sense that you'll forget a lot.

If I try to envision randomly generated metroid levels...
basically I see it hard implemented well, with typical
metroid style long verticle corridors with door bubbles that
you shoot on both sides. Only now the number of bubble doors
would be random and the item you need would be in a random
spot, and the horizontal corridors would have random
enemies/etc. This basically makes you have to search for the
right path each time.

One of my least favorite gameplay concepts is 'searching'
for anything- like a maze for example, as overcoming it
merely requires the tedious, boring time consuming task of
trying every possible combination until the right one is
found. Metroid remained interesting somehow I think, even
though it was maze-like- maybe because most areas felt
unique. But there were numerous role playing games I flat
out quit when they sent me on maze after boring maze.
Like in this one xbox360 game (I think kameo elements of
power) there was an awesome tree boss. But the gameplay for
this boss was basically FIND the attack combination that
works against it (a skill-less chore). And it was badly
implemented as there was some nonintuiti


 

offline w M w from London (United Kingdom) on 2007-07-03 23:11 [#02099653]
Points: 21451 Status: Lurker



nonintuitive way you had to press the up button or something
while firing something (making the game input itself feel
like an enemy rather than an invisible smooth thing you
don't have to think about). But once you found the attack,
the boss is no challenge at all every time you play from
then on, thus ruining the fun.

Gameplay should maybe come from the skill of controlling
input well, and being good at finding the right heuristics,
and just generally being entertained by things. The ultimate
example I've found is 'hell revealed' for doom2. If
interested, get zdoom which can play it outside of its
original dos environment, then warp (type idclev13) to a
good later map like 13 or 18. I hold the arrow (number) keys
with right hand and strafe, run, use, and fire with left
hand. So that's 8 fingers all being used, truly making it a
skill when you get good at it (as opposed to a typical game
of 'press button A every once in awhile'/etc. And trying to
do map 13 as fast as you can adds an additional gameplay
element on top of something that was already frantic and
fantastic.

2d shooter games might have great potential for randomly
generated enemies and stuff. And might as well make the
action happen in all 4 directions asteroids or zelda1 style,
rather than only straight ahead. Those games are almost
ALWAYS linearly predictable each replay. Also a game like
punchout could be cool and more difficult with less
predictable stuff. Sorry for the long ass reply.


 

offline w M w from London (United Kingdom) on 2007-07-03 23:11 [#02099654]
Points: 21451 Status: Lurker



Ta-daa!


 

offline Zephyr Twin from ΔΔΔ on 2007-07-06 21:02 [#02100335]
Points: 16982 Status: Regular | Followup to w M w: #02099653 | Show recordbag



Such a thoughtful post goes completely unnoticed...
Xltronic.


 

offline staz on 2007-07-06 21:18 [#02100337]
Points: 9844 Status: Regular



that's actually a really good set of posts, w M w. i'm very
much into randomly generated content for games. i'll write a
worthwhile post about it after i've recorded a few tunes.


 

offline w M w from London (United Kingdom) on 2007-07-07 08:53 [#02100413]
Points: 21451 Status: Lurker | Followup to staz: #02100337



I hope one of those tunes is a love song for me; something
that will take my mind off the fact that gmork is constantly
licking my soul from the underworld with his abrasive
tongue.


Attached picture

 

offline Zephyr Twin from ΔΔΔ on 2007-07-07 13:37 [#02100480]
Points: 16982 Status: Regular | Followup to w M w: #02100413 | Show recordbag



I like all these 80's fantasy movie references you're making
today.


 


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