travisbickle
Member
It's not cynical, there is not a single game out there with procedurally generated content that compares to handcrafted environments (and just as importantly: map design to accommodate the gameplay mechanics)
Thinking that this game will be different is naive.
Procedurally generated is always red flag for generic content.
You're acting as if you can procedurally generate a king's landing or minas tirith.
Those are the kinds of interesting and well designed environments people talk about when they say they want to explore. To find crazy points of interest like that.
That is the drive to explore.
You leave midgar in ff7 and on the world map you find junon and rocket town , you explore in dragon's dogma and find the valley of the wind and bluemoon tower.
You're not getting that quality of content with procedural generation , ever. And the odds of any semi interesting formations or designs to ever come out of the rng are so slim that you'll be wading through a sea of generic garbage before you ever find it.
'biomes' are not interesting, what you might find in them is. And that is what NMS is missing. No matter how many different biomes you generate, it's pointless as there is no junon or bluemoon tower waiting for you in them. And since everything is reset once you leave a planet you can't even leave your own mark and make your own creations like in minecraft. (a game not about exploring, but a creative sandbox, every last interesting scene ever screenshotted in minecraft is of hand made content created by the players)
People lose interest when they hear the words 'procedurally generated' for a reason
When did this FUD start again?
Every hole in the ground you make stays there, every animal you kill stays dead (unless it's eaten by another animal).
As for procedural generation, it's the future get used to it. And at some point it will make games indistinguishable from people.
NMS will be a footnote in the future of procedural generation (quoting Sean Murray). But even this game is programming a more human understanding of colour theory, foliage placement, and path/landmark positioning.
Here's a video of Innes McKendrick talking about procedural generation in NMS.