View Full Version : In Defense of Controversial Gameplay Mechanics

02-24-2018, 06:52 AM
So there's been more than one mention of everything in the game being purposefully crafted. Yes, do that. Absolutely 100% I'm on board.

But procedural generation doesn't have to be entirely evil. The "odd jobs" that we'll have -- specifically pizza delivery -- could very well be procedurally generated, as long as we're connected to that employment (do we ever "quit"? can we be fired?). Like, it'd be cool to have random orders pop up to different addresses and npc's. Kierrok mentioned being a taxi driver; that's such a simple escort type mission that could easily be procedurally generated (maybe every few customers has a unique conversation with you?).

I don't know much about procedurally generating missions, but i know it's possible, and adds a level of variety to the simpler missions we'll be tasked to do. Anyone else at least understand what I'm getting at?

02-24-2018, 11:33 AM
I understand and i agree.
to have proceduraly generated quests in some way can be relieving when all the rest in complexely hand-crafted.
It just has to be random and have enough variety, and not suck, just make the gameplay enjoyable.

02-24-2018, 03:45 PM
I donít know why people are coming down so hard on Ubisoft (not here) but they make the most enjoyable games for me.
The huge map of ACO still felt, for me, full of enough missions to enjoy.

02-24-2018, 06:59 PM
I understand and i agree.
to have proceduraly generated quests in some way can be relieving when all the rest in complexely hand-crafted.
It just has to be random and have enough variety, and not suck, just make the gameplay enjoyable.

Another thing I'm imagining is the bounty hunting. Say there are 5 pirate factions (hopefully more) A, B, C, D, and E. A and B are allied into AB, D and E are allied into DE, C is neutral. AB are enemies with DE. I think it'd be cool to be able to generate feud between factions that just randomly "pop up" as conflicts you can passively encounter, actively engage or ignore entirely. Most of that gameplay doesn't need to be handcrafted (maybe those narratives, locations, aesthetics sure), but can be procedurally designed to give you gameplay options that are fun and, like you said, give you a break from the meticulous missions in the rest of the game.

Sometimes you just want to turn your brain off, hunt, and get in a dogfight.

03-05-2018, 08:52 AM
And literally hundreds of thousands of games allow you to do that already. There really is nothing "controversial" about unambitious, repetitive game mechanics devoid of narrative rhyme or reason. On the contrary, it's an Ubisoft Open World standard as of right now. :nonchalance:

We already know Ancel wants a primarily, intentionally designed game. I haven't played ACO, but what I've seen of it appears to be very intentionally designed and narrated. The scope of BG&E2 is what gives me a sort of hope concerning mission variability. That bounty system I mentioned, which can be programmed with little (but not none) "narrative rhyme and reason" could work well. The scope of the game needs all sorts of balance. One way that I'm imagining balance in mission variability is a procedurally generated system like faction bounties (or pizza delivery, or taxi escorting).

You understand the controversy I'm referring to right? NMS primarily, in its unreasonably large scope with ZERO "narrative rhyme and reason." In the scope of something like BG&E2 (as it currently looks), it wouldn't be bad to have one, maybe two procedurally generated mission elements that allow me to turn my brain off and enjoy the gameplay (dogfighting, combat, and exploration).

03-06-2018, 02:23 AM
In another thread, i expose an idea allowing to do procedural generation with a database filled with data collected by an Artificial Intelligence on the players.
You give a sandbox in the hand of the players, allowing them to create their own quest, their own building. With all this data the AI will try to understand how the players and the devs think. The best creations of the players are put in the database for procedural generation led by the AI. Normally, if everything is okay, you should have a world always different and a lively ambiance.

PS: The center of the cities would stay designed by the developers, not the suburbs.

06-16-2018, 08:08 AM
I'm less interested in procedurally generated environments and more interested in procedurally randomized details. Things like:

The colors and designs of vehicles, NPCs, buildings, etc.
The phrases people say with similar events (winning a fight, etc.)
The grunt sounds when jumping, falling, getting hit, etc.
The actions taken by NPCs when re-playing an area/level.
Containers where loot is found.

These are the details that make progressing through a game either rich or monotonous.