As I discover my current game is increasingly telling me, “I’m best as a handcrafted game. Dont procedurally generate me.” due to the likely lack of replayability, I am stuck in a development which has all the tools for procedural generation but without the need for them.
Being a jerk (including to myself) I jumped to contemplate of I wasted all that time like some idiot. Damn you, Carter! Inefficiency!!
Quickly I began to realize how great of an idea this would be; I can use these tools to generate a good start for handcrafted content & even extend the tools slightly to regenerate individual pieces of content; in case “It’s all good, except over here in this small corner.”
Then I began to ask myself, “What is the difference though?”
While procedural generatiom has that chance to create horrible content on rare occassion, that weakness is eliminated in this new context. I just hit “Generate” again.
Without any tangible way to measure my skills as a level designer, how do I even know what looks good or bad? What if I am tone-deaf (unable to see difference between good/bad). Who is to say my handcrafted content would even be better than a good set of procedurally generated content?
Furthermore, are my skills as a level designer a great enough of a difference over procedural generation to justify the enormous time sink required for me to hand-edit my levels?
Now that I dont need procgen, and since I am not a renown level designer, what is the real difference? There is no big difference. However at least by picking the procederal generation I can guarantee no “rare horrible content”. And static scenes now give the added benefit of spending as much or as little time as I want polishing areas. A delete here or there to tidy things up when I’m burned out on coding for the day perhaps? My game would still be better than ot was before, so isnt doing NOTHING besides hitting generate a few times better than before in a low replayability game?
And most importantly I think the better question is, “What benefit is there to the highest quality level design?”
Do these experienced level designers who theoretically place EVERYTHING themselves actually make a big difference?
I’m not sure I’ve ever played a procedurally generated game where the levels were, on average, trash. Always are there bad cases, but on average? I’ve been just as satisfied as any game with a team of seasoned designers. In fact, I often appreciate the random nature MORE from a computer than humans so normalized to certain tropes that I can predict secret areas or roll my eyes at a puzzle.
Of course my wife is different. She is an artist, so the tiny details placed by hand are things she really enjoys. And she likes thinking like a designer, “Where would I put a secret” and being rewarded for the educated guess.
But those are things you can add AFTER generating content with a tool. They are also set pieces you could insure get placed in purely generated content. So I question the usefulness of a professional level designer nitpicking where each tree gets placed, or how to setup a beautiful entrance from the West in a game where 3/4 players will enter from the East North South.
That is alot of time wasted placing rocks.
Unless of course it’s something like a Point & Click. Then procgen as a tool sounds as ludicrous as procgen as a game system.