The complaints about it being procedural here are unfounded.
Procedural generation has generally been implemented to fill up the world with content that couldn't be provided if it was done manually (as easily or with the same budget). It is generally used in large worlds or RPGs to give the illusion of a lot of varied content. Usually this ends up with a lot of bloat, repetitiveness and very little substance. You get maybe a pink gun, and then a pink gun with a yellow stripe on it, with slightly higher accuracy but less damage. The differences are generally minute and negligible, and ultimately, players find it shallow, and rightfully so.
For this game, it's different. Even though it is using procedural generation, its purpose is completely different. It's not there to fill up the world with a bunch of slightly different content for the player to collect or observe. It's not about finding a spider with 10 legs on this planet, and a horse with 5 on this other planet as you then go about your day counting legs on other random creatures.
The procedural generation in this case is there to keep the unpredictability (and thus the tension) of encounters. Its function is to let you feel in danger at all times; a simulation of how soldiers would feel in that exact situation. Even if the variations are slight, it would be enough, as long as it keeps you on your toes.
This is the first time that procedural generation has been used to create tension in a game, rather than to try and make games large and with a lot of content. And in a way, it's the most creative use of it that we've seen yet.
It's unfair to the game and the developers to fault this game for what other games did wrong. Can this game end up badly or falling flat on its face? Of course. But I am willing to give them a fair chance on this. This is unlike anything that has ever been released, and we need more games that are created out of passion rather than out of greed.
What’s with the defense force for this game?
>Procedural generation has generally been implemented to fill up the world with content that couldn't be provided if it was done manually (as easily or with the same budget).
And here it’s being used in what’s supposed to be a tactical, realistic shooter to water it down and take the intensity out of combat enga
>It is generally used in large worlds or RPGs to give the illusion of a lot of varied content. Usually this ends up with a lot of bloat, repetitiveness and very little substance. You get maybe a pink gun, and then a pink gun with a yellow stripe on it, with slightly higher accuracy but less damage. The differences are generally minute and negligible, and ultimately, players find it shallow, and rightfully so.
and that’s fine by infinitely more talented studios with far more experience and funding. But these guys will definitely nail it!
>For this game, it's different. Even though it is using procedural generation, its purpose is completely different. It's not there to fill up the world with a bunch of slightly different content for the player to collect or observe. It's not about finding a spider with 10 legs on this planet, and a horse with 5 on this other planet as you then go about your day counting legs on other random creatures.
The procedural generation in this case is there to keep the unpredictability (and thus the tension) of encounters. Its function is to let you feel in danger at all times; a simulation of how soldiers would feel in that exact situation. Even if the variations are slight, it would be enough, as long as it keeps you on your toes.
It’s odd for them to base their core gameplay around the idea that people are going to be replaying this game enough that they are going to memorize all the combat scenarios lmao. Could be a toggle and the frat play through could be hand crafted to you know, actually be good.
>This is the first time that procedural generation has been used to create tension in a game, rather than to try and make games large and with a lot of content. And in a way, it's the most creative use of it that we've seen yet.
Yea wonder what these guys bringing about a decade old game in a generic looking FPS shell have figured out that better more competent devs haven’t.
>It's unfair to the game and the developers to fault this game for what other games did wrong. Can this game end up badly or falling flat on its face? Of course. But I am willing to give them a fair chance on this. This is unlike anything that has ever been released, and we need more games that are created out of passion rather than out of greed.
They haven’t released the game yet and they have a weird dedicated support team here. Why? Y’all just latch on to anything you perceive as anti sjw? This game looks ok for at best a single play through. How many times are you going to go through the same environment shooting a gun slowly just because sometimes enemies will be on the left vs the right?