Slashdot Mirror


More Randomness, More Replayability For Games?

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."

4 of 57 comments (clear)

  1. Paranoia by RidiculousPie · · Score: 4, Funny

    This is about as close as I've gotten to what many old arcade games did as a matter of course, drop players into a world and let them fend for themselves in a situation with pre-determined rules but random everything else.

    I personally prefer the paranoia solution. You aren't allowed to know the rules ;-). Endless crazy fun

    --
    ah, mod points ... now where is my crack?
  2. Ikaruga by Doctor+Ian · · Score: 5, Insightful

    I don't think that it follows that more randomness means more replayability. It can just highlight the meaninglessness of playing games. Ikaruga is almost totally deterministic with just a few enemies that swap around to keep you paying attention. The whole game is about 25 minutes from start to finish, yet the serious players have spent hundreds of hours on the game. That is some serious replayability, and it gains it through being not random.

    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?

    --
    Trust me, I'm a doctor.
  3. How about doing it right? by Gothic_Walrus · · Score: 4, Insightful
    Lest we forget, randomness needs to be done correctly to work.

    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. :)

    --
    Goo goo g'joob.
  4. Random maps have always been the best by Teddy+Beartuzzi · · Score: 4, Insightful
    Civilization, Railroad Tycoon, Master of Magic etc, they *became* classics because they had random maps.

    Sadly, many of the sequels dropped the random maps, and were lousy. They just never seemed to figure out the correlation.