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Programming / Re: Non-random content
« on: February 23, 2011, 07:05:56 PM »Pre-designed content is often better than randomised content - hence why things like vaults, boss levels and preset artifacts are used in many roguelikes. The randomised versions of these just aren't as good. But too much and it becomes repetitive.
It would be more correct to say that predesigned content is easier to make interesting. I think the replay value of randomized content is more important.
I think an important thing with the likes of preset quests is to make them optional.
Making features like quests optional is not enough. Completing them also must not be the optimum way to play.
make whatever it is be a random selection out of several pre-designed features.
Agreed. Perhaps the building blocks could be different each game as well through random selection of flavour-attracted traits. Perhaps even shallowly simulated species evolution.