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  1. #1
    Player Kosmos992k's Avatar
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    Quote Originally Posted by Nektulos-Tuor View Post
    The issue with that is the same one that was in SWTOR. People will always run the "path" of least resistance if its not random and they have control. There will always be patterns, thus it is no longer random anymore.

    It has to be true random. Otherwise people will just pick the easiest path.

    SWTOR made a 3 path system to dungeons, and guess what? I did the same path 1000x.
    In the examples I am thinking of, there were several paths that had do either be done sequentially or in parallel if your group was strong enough. Also, the placement of keys need not be the same every time, they simply need to be accessible within the dungeon regardless of the paths taken. The Underbelly of Greed was actually 3 complete levels and keys/switches for one level could be found on another, there was more than one way to get between floors and even switch paths. The point wasn't so much to make it random as it was to give players more choice on the paths that they take and the order in which they do things.

    I'm not sure that it has to be completely random, but it does need to change a little to create variety. Unlike the dungeons and encounters in FFXIV which are quite linear and highly scripted, the encounters in maps such as the one Kurogaea posted could be tackled in whatever order the players chose. That in itself would be an improvement over what we already have.

    One of the quests in the Underbelly started you in two teams at opposite ends of the dungeon, each team had to unlock things to reach the final chamber. If one team lacked the strength, the other could eventually cross paths and help out. Also, there were optional goals to allow a second boss fight if you cleared certain enemies before the final chamber was reached. optional or bonus elements that you can enable by working for a 'full' clear instead of a speed run, multiple paths with puzzles, switches and keys which also include some changeable elements. It doesn't have to be 100% RNG to be good.
    (1)

  2. #2
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    Nektulos-Tuor's Avatar
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    Thanatos Ravensweald
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    Balmung
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    Quote Originally Posted by Kosmos992k View Post
    In the examples I am thinking of, there were several paths that had do either be done sequentially or in parallel if your group was strong enough. Also, the placement of keys need not be the same every time, they simply need to be accessible within the dungeon regardless of the paths taken. The Underbelly of Greed was actually 3 complete levels and keys/switches for one level could be found on another, there was more than one way to get between floors and even switch paths. The point wasn't so much to make it random as it was to give players more choice on the paths that they take and the order in which they do things.

    I'm not sure that it has to be completely random, but it does need to change a little to create variety. Unlike the dungeons and encounters in FFXIV which are quite linear and highly scripted, the encounters in maps such as the one Kurogaea posted could be tackled in whatever order the players chose. That in itself would be an improvement over what we already have.

    One of the quests in the Underbelly started you in two teams at opposite ends of the dungeon, each team had to unlock things to reach the final chamber. If one team lacked the strength, the other could eventually cross paths and help out. Also, there were optional goals to allow a second boss fight if you cleared certain enemies before the final chamber was reached. optional or bonus elements that you can enable by working for a 'full' clear instead of a speed run, multiple paths with puzzles, switches and keys which also include some changeable elements. It doesn't have to be 100% RNG to be good.
    Well, it sounds like a really good idea. However, whats easier to create? A completely random dungeon or one with set passages and lore attached to it and different keys you have to find?

    Remember, this is only one dungeon. If you follow a completely randomized formula I only need to make one dungeon, then I can just put different building blocks and textures in it to appear in different areas and change mob placements. Just like Diablo III does with its rifts.

    Rather then make a dungeon, they made a system that "creates dungeons" for them so they don't have to.

    Now, i'm not saying your system or idea is bad, or wrong but really.. can you see this community doing a dungeon that is like that, searching for keys? They will always go for the path of least resistance, if the dungeon takes too long they will ignore it.
    (2)
    Last edited by Nektulos-Tuor; 01-22-2016 at 03:35 AM.

  3. #3
    Player Kosmos992k's Avatar
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    Quote Originally Posted by Nektulos-Tuor View Post
    Well, it sounds like a really good idea. However, whats easier to create? A completely random dungeon or one with set passages and lore attached to it and different keys you have to find?
    Clearly a procedurally generated dungeon using existing tile sets and assets is potentially easier to create, but to ensure that the dungeon generated makes a modicum of sense, it's necessary to apply some level of programming to the procedural generation as well as do some play testing to ensure that what results is playable.

    A more complex version of an existing map with gates/doors, keys, puzzles, switches, etc.. can be more planned in execution and possibly requires less programming and testing/balance effort to create. I guess what I am saying is that it depends on the actual content which is easier to implement.

    Remember, this is only one dungeon. If you follow a completely randomized formula I only need to make one dungeon, then I can just put different building blocks and textures in it to appear in different areas and change mob placements. Just like Diablo III does with its rifts.

    Rather then make a dungeon, they made a system that "creates dungeons" for them so they don't have to.
    WKC sort of did this with it's own rift space, but the basic layout of spaces within those quests remained largely unchanged, which was a missed opportunity because you have no lavish backgrounds to keep consistent and the ground is the ground is the ground, so you are much more free to randomize things. On the other hand, such consistency and uniformity leads to boring levels and grinds which may in the end counter balance the random layout and enemy.
    (1)

  4. #4
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    Nektulos-Tuor's Avatar
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    Quote Originally Posted by Kosmos992k View Post
    Clearly a procedurally generated dungeon using existing tile sets and assets is potentially easier to create, but to ensure that the dungeon generated makes a modicum of sense, it's necessary to apply some level of programming to the procedural generation as well as do some play testing to ensure that what results is playable.

    A more complex version of an existing map with gates/doors, keys, puzzles, switches, etc.. can be more planned in execution and possibly requires less programming and testing/balance effort to create. I guess what I am saying is that it depends on the actual content which is easier to implement.



    WKC sort of did this with it's own rift space, but the basic layout of spaces within those quests remained largely unchanged, which was a missed opportunity because you have no lavish backgrounds to keep consistent and the ground is the ground is the ground, so you are much more free to randomize things. On the other hand, such consistency and uniformity leads to boring levels and grinds which may in the end counter balance the random layout and enemy.
    Its been done on games that were in the 1990s. Like Daggerfall, it IS complicated, but once you have it down...
    (0)

  5. #5
    Player Kosmos992k's Avatar
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    Quote Originally Posted by Nektulos-Tuor View Post
    Its been done on games that were in the 1990s. Like Daggerfall, it IS complicated, but once you have it down...
    With respect to those games from the 90's, tile based randomized dungeon crawlers are not even remotely in the same league as FFXIV....

    You could get away with tile based maps when having 3D environments you could free roam in was new, but you can't really get away with that now. Hell, the faces on our characters have more textures and polygons than the entire image above.

    I agree with the broad idea of more randomized elements to create variety, and even a semi-random dungeon that never quite looks or runs the same each time compared to the last. But I can't accept 90's dungeon crawling as an exponent of procedural generation of content.

    Rogue was great in the day, as was Mines of Moria, both games (and 100s of Rogue-like games since) consisted of entirely 'random' maps generated procedurally. Of course neither had a particular story, and neither game engine suited story driven content. The 90's games that use this technique similarly used it for non-story driven content and produced labyrinths of uniform stone walled corridors and square rooms.

    I think the technique could be used to generate variation in the content that we face in dungeons, and alter paths, puzzles, etc. But other than doing a dungeon as a tribute to dungeon crawlers of the past, I don't see a completely random, procedurally generated dungeon happening.
    (0)