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On Randomly Generated Content In Games

Thanks to Skotos.net for their article discussing randomly-generated content in videogames, in which the author discusses pioneering games with random elements, suggesting: "One of the reasons [classic RPG] Rogue was so popular (and spawned so many children) is due to its generation of random content." But he goes on to point out: "Computers don't have the imagination to make good puzzles... asking a computer to create an interesting puzzle is very similar to asking it to tell a story, make up a joke, or create a riddle." The suggested answer is game elements "placed randomly within the [linear] structure", but with recent random level-generating games such as Toe Jam & Earl III striking out, how far should randomness be taken in games?

31 of 89 comments (clear)

  1. Re:Another Game with pretty good Random Content by Vaevictis666 · · Score: 2, Informative

    Gee, and it's not like they didn't ACTUALLY MENTION these in the article or anything... Dare I Quote: In fact, it would be pretty easy to argue that modern games such as Diablo2 were extended variants of the Rogue family.

  2. An Old Joke by NickFusion · · Score: 3, Insightful

    There's an old saying that goes, Art hung in restaurants is usually as bad as food served at museums.

    Paraphrasing, asking a computer to do level design is as bad as asking a level designer to do math.

    This is one of those features that the marketing department loves ("Infinite Gameplay!"), but in practice almost always sucks. It's the rare game (Populous?) where random numbers can deliver a enjoyable level.

    --
    What were you expecting?
    1. Re:An Old Joke by Zathrus · · Score: 3, Insightful

      Rogue/Nethack/etc. are no different from Civ/MOO or any other strategy game (because that's what they all are - strategy. Rogue/Nethack/etc are certainly NOT RPGs) -- the location of content is randomized, but content itself is not dramatically different. Nor is the strategy for beating the game different, despite the randomization. In fact, people who have mastered the game and can beat it on a regular basis have to invent challenges for themselves -- Nethack has a whole list of things like vegetarian, vegan, atheist, pacifist, etc. intended purely as additional challenges.

      When it comes to puzzles though they don't offer anything different from game to game. No, I don't consider maze levels to be "puzzles" -- they're merely tedious. Look at the Sokoban levels in Nethack 3.4 and up -- they're always the same, simply because writing a generalized puzzle generator for such a thing would be very difficult.

      What Rogue/Nethack/etc have isn't graphics, it's gameplay. They're damned difficult, even for those who are good at them.

    2. Re:An Old Joke by Cecil · · Score: 2, Interesting

      "Diablo", "Master of Magic", and to some extent "Age Of Wonders: Shadow Magic" are some other games that stand out in mind as having an excellent, enjoyable random level design. And they are a lot more dependent on having a good map than Populous was (In Populous, a major part of the game involved flattening the map to build up your castles anyway. So who really cares how it's laid out to begin with?)

      Master of Magic is in my mind the holy grail of randomized level design. Mind you, it only had to deal with a smallish, square-tile based map. I never ran into a map that wasn't enjoyable in that game. They were usually decently well balanced for all players, but not artifically so the way Age of Empires does. Sometimes they weren't completely balanced, but all that meant was a more challenging game or an enjoyable festival of destruction. They were never so unbalanced that one of the players was DOA.

      Age of Wonders seems to be heavily, heavily based upon Master of Magic, but up until the latest version was lacking any random map support at all. Now random terrain can be generated in the map editor, but only the aboveground, and the mapmaker must still add all the cities, dungeons and resources onto the map.

      Anyway, it's not one of those features that only marketing loves. I know a number of people who outright refused to buy Age of Wonders until they got random map support in. It's a big feature for me too, and I love games that do it well (and it can be done well, but it's not easy.)

    3. Re:An Old Joke by irc.goatse.cx+troll · · Score: 2, Interesting

      " "Diablo", "Master of Magic", and to some extent "Age Of Wonders: Shadow Magic" are some other games that stand out in mind as having an excellent, enjoyable random level design. "

      Offtopic, But check out diablo2 LOD 1.10 patch (probably still in public beta, I stopped following it).

      Its mostly the same until you get to hell when they really upped the randomization. Now theres more random monsters that wernt even on the act before, each gaining some more random abilities.
      Really adds onto the randomly designed(well, randomly chosen in some parts) levels.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
  3. Randomly generated content by Jerf · · Score: 4, Interesting

    One of my two "main" programming projects at the moment is a Rogue-like that tries to do for plot what Rogue did for level generation. I put "main" in quotes because it has since been overshadowed by the other main project I'm doing, but I still hope to get back to it someday.

    For anybody else who would like to take this up, since you could probably finish at least a "0.1" release before I turn back to this project personally, I would point out what is probably "the way" to do that sort of thing. The fundamental problem with modern roguelikes is they are too low-level, where "the dungeon" is an array describing what is there, and "the engine" just manipulates this. Thus, "the engine" is only capable of generating really low-level events, like "X killed Y".

    To get a "plot" in place, you need to generate a much higher-level representation of the world to start with. You need to start with what "groups" are in place (cities, towns, nations), maybe run through a routine that does high-level generation of the map (placing these groups in cities, etc.), then iterate down to the next level where the groups are given relationships and placed in actual buildings, then iterate on the landscape again, then build actual people in the context of the groups, then build the place for the people, etc. When you're done, you'll have not only a map like a current Roguelike does, but also an engine with a much higher-level understanding of what the map actually has on it, allowing quests like "Get X out of the evil henchmen's building and return them to Y", etc.

    (Alternatively, you can try to "grow" the land, starting by placing down the general landscape, then adding settlements and using some basic economic rules to govern how they grow and interact, then try to create the "game" at the end.)

    Obviously in a Slashdot post I can't explain too much, but IMHO at least in the Open Source efforts I've seen (and even many commercial ones) this is the fundamental mistake I've seen made at the architecture level that prevents this stuff from working. It probably seems obvious after you've thought about it for a while but it apparently isn't. From here you can probably fill it out too. (If not, perhaps you should be thinking of something else to do. ;-) )

    One warning: You're going to need (or really wish you had) some actual Computer Science to pull this off well, specifically the study of expanding unrestricted grammars into final statements, which is essentially what this is, especially when it comes time to add links between the entities (for instance, antagonism between a "legitimate government" of a town and the underground theive's guild). It's not easy, but IMNSHO it's the only way likely to work.

    I'm quite certain this is possible and I have a design half-sketched out, I just haven't had time to implement it until my other project becomes at least self-sustaining.

    1. Re:Randomly generated content by Snowspinner · · Score: 3, Interesting

      Some English professors I worked with in the past actually worked on something akin to this once. Their goal was to provide a demonstration of either the success or failure of structuralist models of literature, such as those offered by Vladimir Propp in his book Morphology of Folktales.

      If you're not familiar with Propp or with structuralism, you really should be before you do any work on this project. The basic idea is that all stories of a given genre have a common core structure, and amount to filling in the blanks in different ways from story to story. Propp only works with folktales, which are a fairly limited type of story, and structuralism collapsed under some of its own theoretical weight before anyone really got too much further with it, but you shouldn't have much trouble coming up with a structure for fantasy stories - Propp's folktales are actually a fairly good start, and you'd only have to complicate it a bit.

      This is probably a good place to start looking at information about the program mentioned above. I tried the sites it used to be available for download at, and was unable to find a copy still up, but further research, including getting in touch with its creators, would probably prove fruitful.

    2. Re:Randomly generated content by RobotWisdom · · Score: 2, Interesting
      Shuffling in cardgames is just creating random content-- what's critical to a cardgame's success is that it be designed so that a randomly shuffled deck produces interesting variations in gameplay.

      Applying this to Propp's story-elements, randomisation won't help unless the story elements are really orthogonal, which Propp's weren't. I proposed a much more orthogonal breakdown in my Anti-Math notation system, but it's not rich enough for gaming yet.

      Propp's 1927 scheme is one of many I tried to track in my timeline of knowledge representation.

      Incidentally, the Atari 800 had an 8-bit hardware random-number generator that probably worked on thermal noise, unless I'm confusing it with the C64.

    3. Re:Randomly generated content by Snowspinner · · Score: 2, Informative

      The way that the Linear Modeling Kit works is that it randomizes each element of the story independently. The user puts in the basic structure - all of the elements as defined by Propp, and then for each element creates a number of entries that could fit there. Then the program shuffles the entries for each element, and strings them together to form a story.

      There are some complicating elements - the ability to skip steps, which is crucial to Propp, and the ability to make flags that have the effect of not giving the protagonist a sex change, but that's the basic idea - so it does work, insofar as Propp works.

  4. SLIGE for Doom by Dave Chess by dpilot · · Score: 5, Interesting

    Dave Chess wrote an automatic level generator for Doom, called SLIGE. Search against "SLIGE" and "doom" and you'll find it on top, add "chess" if you wish.

    I've never actually tried one of these levels myself, but it is automatically generated content for a game, pertinent to the thread. Imagine a pseudorandom (deterministic, repeatable) in-game SLIGE based on x and y coordinates, a garbage-collecting in-core map, and you could have infinite space to play in. The map keeps expanding in your direction of travel, and it gets thrown away behind you. (There would be some problems of course, especially with switches, objects, and monsters.)

    --
    The living have better things to do than to continue hating the dead.
  5. Mission generation, etc by MightyTribble · · Score: 3, Insightful

    The games I have the most fun with are those with decent random content generators. Done right, they can really add to the replayability of a game. Port Royale has suitably 'open-ended' gameplay (within the confines of its environment) through random mission generation and all the fun of trading.

    The thing that really gets me, though, are games that are billed as 'open-ended', infinitely replayably, etc, that are instead cripplingly linear. (Republic : The Revolution is a great example of this - a game *crying out* for decent random mission generators, but instead has a lockstep set of objectives that you have to complete to advance ).

  6. Randomly generated OS content by Anonymous Coward · · Score: 5, Funny

    I've had plenty to deal with over the years in randomly-generated OS behavior in Windows, with Blue Screens showing up at very inconsistent moments, and unexplained slowdowns and file corruption.

    I guess it is all a game?

  7. Nethack... by AdamTrace · · Score: 4, Funny

    I've been playing Nethack seriously now for the past 6 months, and not serious for the past, what, 15 years?

    That game is such a classic, and it's mix of randomness and expected elements make it a fun, different experience every time. And while there exists that element of randomness (what will that scroll labelled FOOBIE BLETCH do?), you can always expect to find the Oracle and this level, or the entrance to the mines on one of these levels, etc.

    In conclusion, Libya is a land of contrasts.

    Thank you.

  8. Randomy generated thoughts by lightspawn · · Score: 2, Informative

    We played rogue because it was the only "game" in town. Now some games just make you "do" the dungeons to advance the plot and such - you wouldn't play these without a plot (remember a DC/GC release called "Evolution"? thought not).

    Now some games (I guess like Diablo) are good enough so you're having fun as you're playing, rather than suffering for the sake of a later payoff. These are the kinds of games that can pull off random dungeon generation.

    But talk to almost any serious RPG gamer and you'll hear randomly generated stuff sux. It's OK in the 50-floor-tower-of-leveling-up, but not in the main game.

  9. Re:Another Game with pretty good Random Content by HanClinto · · Score: 3, Informative

    Geometry was the same for the SAME CHARACTER, but when you switch characters (or games), it re-generates the level. There are several locations in the games that are hard-coded, but often how to get to those places are dynamic.

  10. Re:Another Game with pretty good Random Content by Cecil · · Score: 2, Interesting

    Uh. Not in Diablo. I don't know about Diablo II, as I tried it briefly and considered it a boring rehash of Diablo and promptly abandoned it in favour of more interesting games.

    Diablo was quite random. With the exception of "quest objectives" which were merely prefabs placed randomly within a dungeon, the entire dungeon, layout, entrances, exits, doors, rooms were randomly generated for each floor. (Which is why the savegame files could get up to about 15MB if I recall correctly.. hey, it was a big deal when we only had a 1 gig harddrive)

    The only thing it lacked was random quests. It had a okay number of pre-built quests, though, and gave you a random selection of them each time you played. Definitely got stale after awhile though.

  11. F-Zero X had random races by edwdig · · Score: 2, Interesting

    F-Zero X on the N64 had a cup called the X cup, which consisted of randomly generated races. Unfortunately, most of the races were really bland. One time though I was playing multiplayer, with 1 other person and 2 computers racing. Shortly past the start was an almost 90 degree turn. The road wasn't level either, which made it harder to realize how bad the turn was. The two computer cars went flying off immediately. My friend and I just barely managed to stay on the course. That one race was a lot of fun, but otherwise the random courses don't offer much challenge. The only thing that makes them hard is you'll get random patches of track without any railing on the side, making it easy to fall off the course.

  12. No, it can be done right. by Vaevictis666 · · Score: 3, Insightful

    Take Ancient Domains of Mystery - This is a roguelike game in every sense of the word, and the only maps that are static are the world map, towns, and a select few dungeon floors.

    There is only one pure level-up dungeon, the rest all have limitations and hard-coded stuff - ie the first dungeon will always have 7 floors, and it's associated quest will climax at that point. The floor layouts are always random, and in a roguelike game (where death is permanent) not having the same floorplan all the time is a GREAT benefit - I doubt I'd have half as much fun with it after the first 5 times through the beginnings of the game.

  13. Girlfriend by Gr33nNight · · Score: 4, Funny

    If I wanted to play games that appear randomly, id get a girlfriend.

    1. Re:Girlfriend by Gr33nNight · · Score: 4, Funny

      Ever played the fun game where if you agree with her, your wrong? Yeah, I get hours of enjoyment out of that one.

    2. Re:Girlfriend by RisingSon · · Score: 2, Insightful
      If I wanted to play games that appear randomly, id get a girlfriend.

      That game is way way way to expensive.

  14. It's a creativity issue. by eyepeepackets · · Score: 2, Insightful

    Computers can't be creative, at least not in the way humans _can_ be. The randomness of the Rogue levels was rather successful in making the game continuously challenging, but at a rather superficial level.

    Compare this with a table game with five players and a DM for an ongoing game of AD&D (or other, insert your fav here) and you'll notice a truly _huge_ difference. Between the DM and the responses/actions of the other players, you have six people tossing out so much randomness a good DM actually spends a fair amount of energy keeping the game focused.

    Perhaps one way around this problem for developers of computer-assisted (or just computer games, whatever) is to build into the game resources which mimic the random creativity a DM would supply during a table-top game. One way might be to supply with the game a database of random elements which could "happen" during any particular part/level/area of a game. Have the game engine check for triggers (events/times/states) which would allows for possible "random" insertion events.

    For such a method to be successful though, the database would have to be large enough to seem truly random to the player (say BIG as in many,many possible random events.)

    The Baldur's Gate PC game did try something like this in that when moving from city to city you might often be waylaid by some nasties, but that was mostly an annoying failure because it didn't seem to be random at all, IMO.

    --
    Everything in the Universe sucks: It's the law!
    1. Re:It's a creativity issue. by cbiffle · · Score: 4, Insightful

      > Computers can't be creative,
      > at least not in the way humans _can_ be.

      Oh, poppycock.

      We humans have a very nice, cushy, arrogant view of human creativity. I see it in movies, where the humans win over the 'calculating machines' by creativity or love or some hogwash like that. Scifi's traditionally very bad about this as well.

      My degree is in psychology with a tendency toward physiology. The brain is a deterministic machine -- or at least, as deterministic as anything else. This hypothesis is as strong as nearly anything else in science: it fits the data well, and has yet to be proven false.

      A statement like "computers can't be creative" has the assumption (correct me if I'm wrong) that a deterministic, calculating, "pure-logic" machine like a computer isn't capable of producing the same level of creative work as a human. I would argue that a human is just as deterministic as a computer, though the calculation and logic functions in a very different fashion.

      I say the problem is in the algorithms. I've seen properly trained computers draw brand new Picassos and compose fugues as good as anything from Bach. "Oh," the critics would say, "they're just taking the input data and modifying it and reproducing it."

      Yes. Yes they are. And so are you. That's why we have a concept of 'inspiration.' Of 'derivative works.' That's why each song that's written, each house that's designed, isn't a completely new, off-the-wall creation. That's why we can categorize things into 'styles' and 'genres.'

      A properly trained (read: programmed) computer could generate levels for your-game-of-choice that would be on par with a human designer. And chances are good the computer would take some directions that the human wouldn't have thought of.

      By contrast, I doubt Bob off the street would design a very interesting level for Counterstrike. It's all in the input and training.

    2. Re:It's a creativity issue. by eyepeepackets · · Score: 2, Insightful

      "Oh, poppycock."

      Keep poppy's cock outta this, please.

      But seriously, here are some thoughts on your reply.

      "We humans have a very nice, cushy, arrogant view of human creativity. I see it in movies, where the humans win over the 'calculating machines' by creativity or love or some hogwash like that. Scifi's traditionally very bad about this as well."

      Hmm, that's rather out of left field. I didn't mention anything about scifi.

      "My degree is in psychology with a tendency toward physiology. The brain is a deterministic machine -- or at least, as deterministic as anything else. This hypothesis is as strong as nearly anything else in science: it fits the data well, and has yet to be proven false."

      Oh, you mean the field which changes it's "hypothesis" every 18 months or so, tries to use negative proofs as a means of supporting a positive ("...has yet to be proven false.") and is by definition, not a science at all? If you're wanting to argue against the point made in my post, this paragraph hurts your position more than it helps.

      "A statement like "computers can't be creative" has the assumption (correct me if I'm wrong) that a deterministic, calculating, "pure-logic" machine like a computer isn't capable of producing the same level of creative work as a human. I would argue that a human is just as deterministic as a computer, though the calculation and logic functions in a very different fashion."

      Humans aren't computers even though they may have "deterministic" characteristics. Also, humans use any number of different "logics" during the course of a day, most of which are not the same type of logic used by computers. For example, if you try to use a philosopher's symbolic logic when arguing with your girlfriend, you're not going to do very well. If, on the other hand, you use "girlfriend logic" when arguing with her you will do well, "girlfriend logic" being the inclusion of allowances for emotions and values which can't be represented well in logic systems developed out of math foundations but which are necessary when dealing with humans.

      "I say the problem is in the algorithms. I've seen properly trained computers draw brand new Picassos and compose fugues as good as anything from Bach. "Oh," the critics would say, "they're just taking the input data and modifying it and reproducing it.""

      I heard of computers programmed to mimic human actions, but I've never heard of a computer which can make something "new" based only upon it's desire to do so, because they simply can't do anything without being told to do so, at least not yet -- there isn't in existance a human made computer which comes close to the raw thinking capacity of any one human on this planet. Even a newborn baby has more raw computing power than the most powerful supercomputer we've yet made.

      "Yes. Yes they are. And so are you. That's why we have a concept of 'inspiration.' Of 'derivative works.' That's why each song that's written, each house that's designed, isn't a completely new, off-the-wall creation. That's why we can categorize things into 'styles' and 'genres.'"

      Most songs are "deriative" because of the simplicity of our musical scales -- they are only so many ways to put the notes together that sound pleasantly coherent to the listener, it's not a good example to use to make your point.
      We as humans categorize things in order to be able to talk in generalizations about groups of items which have certain similarities and I don't follow why you interject that here, it seems unconnected to your argument.

      "A properly trained (read: programmed) computer could generate levels for your-game-of-choice that would be on par with a human designer. And chances are good the computer would take some directions that the human wouldn't have thought of."

      Yes, you point out the flaw in your argument: computers are programmed, specifically told what to do. Humans on the other hand, are trained with generalized and then specific knowledge a

      --
      Everything in the Universe sucks: It's the law!
  15. Pre-compiled randomness by madmaxx · · Score: 2, Insightful

    I was thinking about this problem the other day, as it relates to open-source game development. One of the main problems with small-scale game development is the creation of content (it's a lot of effort), and algorithmic content would make it easier for a smaller-group of developers to build a good game.

    But a problem with random content is that it can suck, like impossible nethack levels, etc., as the algorithms have no great sense of athstetics or any of the other abilities require to make 'good' levels. Designing algorithms to test for athstetics is also difficult, and probably only worth doing for a few cases.

    The conclusing I came to was that algorithms could be used to pre-generate content (like maps, etc), in the sense of the "millions-of-monkeys" problem, except with a bit of focus. Algorithms would generate content (maps, shapes, etc.), and then the work would be filtered by the developers, and the good stuff made part of the game. The algorithms could also use some sort of learning to improve the generation process, similar to spam filtering - "this is spam" vs. "this is not spam" user-initiated filter improvement.

    This sort of approach would really make small-shop game development easier, as would improving (and standardizing) content-production tools and processes.

    --
    mx
  16. PlayStation 2 .Hack-Infestation generated content by Anonymous Coward · · Score: 3, Interesting

    The game uses a randomly generated battle zone, with the random seed based on the name of the zone. The player selects the name of the zone by picking three keywords from three separate lists. This can be seen in more detail on gamefaqs .Hack keywords effects

    While the zone weather, day/night, and element type are determined from the keywords, while the locations of enemies, scenery, and the dungeon entrance on the map appear to be random. They are consistent for each visit to the zone, so the RNG must be seeded from the combination of keywords. The dungeon maze within the zone is also randomly generated, by connecting various prerendered rooms by matching up doors. The level generator only needs to connect rooms so that the doors match up and rooms don't overlap. Rooms may have multiple doors, allowing for loops and dead-ends. Dungeons are multiple levels deep, controlled by the difficultly level of the zone.

    Some keyword combinations are "special" and contain plot elements and bosses and/or cutscenes. These keywords combinations are revealed within the game, or by watching the related anime series.

  17. Toejam and Earl III'srandom levels not new! by Chris_Jefferson · · Score: 2, Informative

    Toejam and Earl III's random level isn't a new feature, because the first Toejam and Earl was doing it way back near the beginning of the megadrive. Sure it's got slightly more advanced, but having played the original the "feel" of the way it makes maps is very similar. Interestingly (or not) Toejam and Earl II didn't have randomly generated maps, possibly because it was side-scrolling and I imagine making interesting maps would have been harder (because you are much more restricted on what it is possible for a valid map to look like)

    --
    Combination - fun iPhone puzzling
  18. Darklands by gtshafted · · Score: 2, Interesting
    Does anyone remember an old RPG game by Microprose called Darklands? Darklands was a very different game. It was a game set in Medieval Germany that "generates" infinite "quests" ranging from stealing from Medici merchants, cleansing satanic sites, to helping pilgrims reach the next city safely. The game successfully captures the "feel" of the times and it was very original: the Catholic Church is both holy and full of intellectual elitists (excommunication or something close to it, strongly affects your characters), Christian Saints are treated as demigods you can pray to for miracles (priests in the game were more like clerics should be than in modern D&D video games), witches and satanists were everywhere, aside from prayer the only other magic was alchemy, your characters grow old with age (but you can replace them with younger inexperienced recruits), the seasons change, it was one of the first games employing an rts combat system that bioware now regularly uses, weapons wear down,.... there's probably a lot more that i'm missing but the game didn't really have an ending... just a really big mission which culimates in an animated character saying something through the soundcard! (This was pre-Day of the Tentacle so it was cool. damn I'm old)

    This game killed tons of my grade school hours... and still I don't think i explored all of germany

  19. Randomness vs. AI by DarkGamer20X6 · · Score: 2, Interesting

    There has been much talk about design, or puzzle creation, or tasks that require a "human" mind. I would like to bring into question exactly what random content (specifically randomly-generated dungeons) brings to games as far as gameplay is concerned. I believe that using AI to extend and replace the capabilities of random content could create a better gameplay experience, even if at this point it lacks the ability to design, etc.

    So, what does random content bring to a game? At first glance, I would say not a whole lot. After all, this only creates different content on each run through, but it doesn't alter the basic gameplay. However, it is a fun feature in that it almost forces the player to actually "play" the game. Randomly generated dungeons force exploration. In general, random events force a sort of "trial-and-error" routine that the player must go through in order to progress through the game. You aren't allowed to memorize the map, seek out the best items immediately, or follow the walkthrough; you actually have to play the game.

    So, it's not just a marketing ploy; it does have consequences on how the game is actually played. However, it kind of drops off there. Sure, you can create more complex, or deeper levels of randomness...perhaps even throw in a simple puzzle variant or two, but it pretty much ends there.

    A big point to consider would be what is the player's perception of their abilities within the game's world. One of the things that really kills the gameplay for me, personally, in games like Nethack, Diablo, and .Hack is the feeling that my abilities do not possess any control. That is to say, I want the world to test my skill, and perhaps adapt to my actions, thus giving the feeling that I am somehow altering the world indirectly through my own actions.

    Of course, there do not exist many games that accomplish such a feat, but those that do, even in the most trivial ways, give something more to the formula than Explore, Kill, Collect, Explore, etc. And this is pretty much my point: Random content in games has some use, but by using AI, we can create dynamic content that not only seems logical but can also adapt, or otherwise be extended, to accomodate a player's capability or skill level.

    Therefore, I respect random content, but I believe that the future lies with AI-controlled dynamic content.

  20. More on Random Content by ShannonA · · Score: 2, Informative
    We've had a few other columnists talk about random content at Skotos. Here's a few of my favorites:
  21. Re:Another Game with pretty good Random Content by Pofy · · Score: 2, Insightful

    Lets sort this out and correct your statement that only monster spawns are random.

    First Diablo 1, which had both single pand multi player. In single player, you save the game and with it the full dungeon at any time and can reload it as well. Of course you then get back the exact same dungeon (AND monsters) as when you saved. One can at any time start a NEW game with the saved character though. It will then have a completely new dungeon.

    In Diablo 1 multiplayer, you can't save the game. The character is saved when you leave the game (and actually regulary when you play as well). When entering a new game, you will get a completely new dungeon as well.

    So in Diablo 1, the full dungeon was actually randomized each time. Admitedly there exists bugs, or rather design flaws in the implementation and use of random numbers, but that does not change the fact that the dungeons are random, it only gives some interesting quirks and side effects.

    Lets move to Diablo 2 which basically has 3 game types. Realm multi player, open multi player and single player. For all practical purposes, realm play and open play can be considered as identical.

    First multi player. Again, you can't save the game but the character is automatically saved. Each time you enter a new game, it is randomly created and you have a new dungeon as well.

    Single player is slightly different. You still can't save the game but the character is automatically saved. When you start a new game with your single player character (assuming it has not been used for an open multi player game) and it is still the same difficulty level, you will get the same dungeon. You can see it as a saved dungeon layout when you levae a game in single player. Part of the monster spawning will also be similar and in part identical. The reason for this is theat the saved character file will contain the initial seed used to create the last game. With it, most of the dungeon layout and part of monster spawns will be recreated identically. Some parts, of primarilly monster, and even more item spawning, will be randomized with the current time and hence will still differ.

    One can see single player in Diablo 2 as open game that just don't allow others to join and that uses the same initial seed as the last game to create the dungeon (obviously to compensate some for not having a save game option). That is why single player characters can be used in open multi player.

    If you are interested in more details about game and dungeon generation, especially in D1 but also D2, feel free to tell and I can inform you.