More Randomness, More Replayability For Games? 57
Thanks to GamerDad for its 'Long Shot' editorial discussing whether randomly generated gameplay and maps make for more interesting videogames. The author argues: "As time has advanced and games have become less like the arcade games of old, plotting and story have removed the randomness from many of our games... That's to say nothing of the gameworlds themselves... The places you'll visit are always going to be the same with each play through." However, he points out: "Ensemble Studios has done an absolutely superb job of making online play in Age of Mythology exciting through the use of random maps. These maps are generated using excellent seed criteria that give the player the feeling of playing a pre-designed map but with completely unique designs every time", concluding: "I'd like to see the same kind of thing applied to first person action and more."
F-Zero X (Score:3, Informative)
Re:Random maps? (Score:2, Informative)
Disgaea (Score:4, Informative)
Sometimes you do get a doofy level where you can't beat all the enemies or the exit panel is right next to the base panel (you can exit in one move), but overall it's always give you some way to get out of the level (defeating all the enemies or the exit panel).
Its really one of the big elements that make the game last as long as it does (80+ hours - I'm at 70 something and nowhere near unlocking all the stuff).
Point Blank (Score:2, Informative)
I don't think you can apply total randomness to FPS games, because level design is pretty difficult to do well. I guess with some effort, you could at least make some variation. I remember being impressed the first time I went back through some empty rooms in Dark Forces, and new stormtroopers showed up! Ah, memories.
Soldier of Fortune 2 (Score:2, Informative)
There are even some servers such as Hexapalooza Jumbo CTF that run all random maps all the time. CTF being one of the most enjoyable game types to play on these random maps, it works very well. There are some downsides to the setup, primarily because the maps can get a little repetitive after a while, but it still is a good example of how random map generation can be integrated into a game style for which random map generation rarely works.