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Programming / Re: Ideas for generally better procedural algorithms and procedural content
« on: October 07, 2013, 07:00:29 AM »Add explicit variations. This is a generalization of the other two. It adds the most flexibility but also involves the most work for the developer and possibly the player since they may need to know what variations are in play. For this technique, create a list of explicit changes to the core game and add a few at random. These changes can be small or large (undead get 1 extra hp vs undead get 50 extra hp), specific or general (followers of Cthulhu gain 5 attack when underground vs all creatures regenerate 1 additional hp per turn). Simply pick a few, or a lot, and add them. Some of the combinations may be wildly unfair but as long as there are ways of mitigating most misfortunes, it should always be fair enough. Perhaps.I like this idea. Sounds like it's inspired by Arkham Horror (various monsters (usually cultists) gets a different bonus depending on which which god you will fight, and also depending on certain conditions such as weather effects).
A neat side effect of this is that it's sort of like having to identify items in that the player will have to identify what the rules are since they may be different from one game to another.
I wonder how you would make the player understand that an effect like this is in play though. If you just give Cultists 8 hp instead of 6 on a certain level, most would never notice this (especially if your attack damage is randomized). And displaying a message about this would be very metagamey. "There is an altar to Hastur on this level, the Cultists here are tougher." ... seems a little weird. How would the player character know this?