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."
Paranoia (Score:4, Funny)
I personally prefer the paranoia solution. You aren't allowed to know the rules
Re:Paranoia (Score:2)
Re:Paranoia (Score:2)
For the GM. For the players, not so much.
Re:Paranoia (Score:2)
The computer wants you to hunt those evil commies, but you are not a high enough clearance to know the map or the rules! Sounds like a game to me...
Randomness would be good (Score:4, Insightful)
I'm in the middle of playing through the Rainbow Six 3 campaign mode, and what I've been dealing with is the same thing that I have seen on every other FPS:
I walk into a new room, and start getting shot at. Instead of running out, I continue to move forward to draw fire from as many enemies as I can. Yes I die, but now I know where everyone is.
Reload my last save, and this time I enter the room knowing where everyone is. I 'sneak' in, kill them, and move on.
I would say that this is 'smart gameplay'. It works, but it is also 'cheating'.
But that is the only way to do it, when they hide the enemies behind boxes, tables, etc, and they are set to ambush you as you walk by.
While I do LIKE this type of gameplay (problem solving really) it would be nice to have some randomness built in, to keep me honest.
Re:Randomness would be good (Score:1)
Check it out
Re:Randomness would be good (Score:2)
I've always disliked that kind of thing - it's the reason I like the lack of quick save on most console games. If you have to repeat the last five minutes of level just to get to that point again, you're going to be much more careful.
that's because R6 3 wasn't made by Red Storm (Score:2)
The original games, Rainbow Six and Rainbow Six: Rogue Spear had a good deal of randomness. Contacts would move in patrol paths, starting at different positions each time you played, sometimes not appearing in the paths at all. Enemy positions on the pre-mission map were almost always approximate, you never knew if a terrorist would actually be at the indicated location. Each mission was satisfyingly unpredictable (to a reasonable degree
Re:that's because R6 3 wasn't made by Red Storm (Score:3, Insightful)
Actually, I found that the randomness of
Re:Randomness would be good (Score:1)
Re:Randomness would be good (Score:1)
Re:Randomness would be good (Score:2)
Re:Randomness would be good (Score:2)
F-Zero X (Score:3, Informative)
Re:F-Zero X (Score:2)
Random courses, custom maps (Score:2)
In Japan, if you didn't mind plunking down some cash on the ill-fated 64DD, you could get an F-Zero expansion disk that included a track editor. I still wish that had been released here in some way; I was disappointed that F-Zero GX had no such extra. Editors are another good way to boost replay value. Random maps have the advantage of surprising the player,
Ikaruga (Score:5, Insightful)
Then again, on the other side, there's stuff like Diablo, Phantasy Star Online or Minesweeper where the random spin is pretty much the saviour of the game.
Another issue with random whatever (evel, monster placement, etc...) generation is that, most of the time, it sucks. No care or human ingenuity is used. For example, F-Zero X's random track generator creates tracks that aren't half as good as the 24 built in ones. All the randomly generated Doom level I've played from various programs can't even compare to maps which are made by anyone who knows roughly what they are doing. Again there are counter examples, like the levels in Worms which were randomly generated.
I think it all boils down with how the game needs the player to deal with possibilities. If there's something which needs to be unknown, or some unknown factor, what better way to set it up than have it picked out randomly?
I'm only trying to point out that it's a double edged sword, as the article seemed very pro-random. The dungeons in Daggerfall were just completely uninteresting, yet the author suggests this is down to a poor random generation algorithm? I don't think so, the dungeons were generally well constructed from a technical point of view. They were boring because it is just boring to wander randomly around a dungeon full of random, meaningless corridors and templated rooms, looking for a random item placed randomly somewhere in the dungeon, so you can get the item back to the random villager who gave you the random quest to do this. It just sort of hits home that maybe you're really wasting your time?
Re:Ikaruga (Score:1)
Re:PSO (Score:1)
Re:Ikaruga (Score:2)
Mark my words: I predict in the future, random content will become the norm rather than the exception. People are waking up to the fact that Nethack's simple rooms and corridors, items and monsters produce a surprisingly interesting game experience. (Well, until Ge
The Unexpected (Score:4, Interesting)
I don't think random level generation is needed. Just look at how popular multiplayer is - those people are playing on the same levels over and over again. It's the unexpected that keeps bringing them back. With human opponents, you never know when or where you're going to run into somebody, OR what they're going to do. You must constantly use your head to do well.
Random enemy placement (especially right behind the player :) ) may extend the life of a game by a bit. Also, it might be helpful to give more variety to the tactics that enemies use. Thus, the players won't know for sure that "okay, that brown guy is going to run at me for 3 seconds and then break left, so it's safe for me to take careful aim now."
All you really need is a little bit of a surprise here and there to keep the adrenaline flowing...
Re:The Unexpected (Score:2)
Random maps? (Score:3, Insightful)
Worked for Rogue/NetHack/Moria/Angband/ToME for years
Re:Random maps? (Score:2, Informative)
Re:Random maps? (Score:2)
The same was done with Gateway to Apshai [arcor.de] (1983)
Seeded randomness created approx 800 levels on the Coleco version, and 128 levels on the Atari/C64 versions.
Gauntlet wasn't random (Score:4, Insightful)
Anyway, I agree with one of the other posters: purely random levels just make the game meaningless. It is the same with soaps on TV (which I consider to be randomly generated for the purpose of this argument): I'd rather see a good, one-off story, then see the same elements repeated in different combinations again and again and again.
Re:Gauntlet wasn't random (Score:2)
Either way works, depending on the game (Score:2, Insightful)
Covert Action (Score:2)
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 s
X:Com (Score:2, Insightful)
More Replayable Games? (Score:2, Insightful)
Tastes great with handheld RPGs! (Score:2)
Considering how much idle time my job involves, having this has provided me with more than ample entertainment and sanity saving for it's price.
How about doing it right? (Score:5, Insightful)
The Xbox version of "Toejam and Earl" boasted completely randomly generated worlds. According to my friends that have played it, though, the levels aren't really all that different from the ones that were generated the time before. Heck, I've even heard someone say that the random levels took away variety from the game.
On the other hand, we can't have random levels that don't work. Putting a snowy mountain in the middle of a rainforest just won't work, and it's not fair to have random levels that are impossibly difficult (as mentioned in another post, F-Zero X has generated race tracks with incredibly sharp turns and no walls).
Still, randomness is appealing. I love puzzle games like Tetris, mainly because the experience is different every time. The basics are the same, but the actual challenge is never the same.
It's been said, but this would be great for some genres. There are too many shooters and strategy games for the PC. Find a way to develop random maps that are logical, challenging but not overwhelming, and fun and you've got a goldmine on your hands.
As far as I can tell, finding a good randomization system is the biggest hurdle. If we clear that, then we've just found a way to put level designers out of business. :)
Re:How about doing it right? (Score:2)
It's simple (Score:2, Insightful)
So everytime someone says it either works or doesnt work in Game X, it always boils down to the quality of the random generator.
A Balance (Score:1)
Super Mario R(andom) (Score:2)
It randomises the levels and enemies... just need to patch your game (that you own): Dahrk Hax [panicus.org]
Soldier of Fortune 2 (Score:2, Informative)
Not really read all the comments... (Score:3, Insightful)
Damn abbreviations : (Score:2)
Re:Not really read all the comments... (Score:2)
Actually, I've seen random map generators for earlier games. The first random map generator released commercially would be RandRott, released on the Bonus Pack CD for the game.
There have also been some third party random map generators for Doom as well - the fi
Re:Not really read all the comments... (Score:2)
When you mentioned the Doom one, i vaguely remembered it, but good to see some names with it.
Re:Not really read all the comments... (Score:2)
I would have liked to patch Slige to fix some scattered bugs but there is one problem - the author placed the entire source code into one file, making it fairly difficult to keep track of the general area where changes should b
Random maps have always been the best (Score:5, Insightful)
Sadly, many of the sequels dropped the random maps, and were lousy. They just never seemed to figure out the correlation.
Re:Random maps have always been the best (Score:1)
The dilemma (Score:1)
So you'd need a generator that can handle certain conditions. For instance, a typical Zelda game, if it were to have randomised dungeons, would need to have the dungeon item, map,
Re:The dilemma (Score:2)
Actually, you *can* randomly generate it. You only have to preserve the seed used for the dungeon builder, plus a few others things(items found, puzzles completed.) Just run them through the generator again and you should get the exact same dungeon.
Check out my M. Sc. (Tech.) Thesis (Score:1)
http://www.hut.fi/~vhelin/dippa.ps [www.hut.fi]
The Space Between (Score:3, Insightful)
(This could be related to Wolfram's lambda parameter in cellular automata research as well: a game that 'hovers on the edge of chaos' would seem to be more interesting than either one totally deterministic or totally random.)
Of course, it goes without saying that this sort of analog parameter would have to be designed into the game from the beginning. Obviously, it's just easier to declare a certain sub-set of the game objects to be 0 (totally random) and another sub-set to be 1 (fixed). That's precisely why randomness in games *isn't* that interesting: too much all or nothing.
Levels of randomness (Score:1)
But many old games had total randomization and did it well. I think a great example would be the Intellivision game Advanced Dungeons & Dragons. The entire world was totally randomized - right down to where the mountains were and where the rivers flowed