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Re:No Man’s Sky – Procedural Content by stcredzero on Wednesday October 19, 2016 @02:01PM (#12746098)
I'm in my second year of making a procedural game, and I think the existential danger involved is that of making a game that's more interesting to develop than it is to play.

I think the key comes down to basics: Games are media. One of the key attributes of great media is a focus on the audience experience. So if you're going to spend a lot of effort on procedural generation, then this procedural generation had better be "paying rent" commensurate to the resources taken up by it.

If your game is about tactical improvisation and combat, then the procedural generation should be directly contributing to enhancing those experiences; therefore tweak the statistical properties of procedurally generated tactically useful things to enhance the user experience. Likewise if your game is about survival, or managing resources, or what have you.

If your game is about viewing scenery, then good luck to you. People will get "remix boredom." Furthermore, if you've sunk all this energy into producing "interesting" to view scenery, then people are let down by your tactics and combat -- well go figure!

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