[MUD-Dev] Procedural content generation, randomness

Adam Martin ya_hoo_com at yahoo.com
Sat Oct 13 20:32:32 CEST 2001


----- Original Message -----
From: "Brian Hook" <bwh at wksoftware.com>

> This is the "duh" thing to do, but in my first pass I really
> wanted to push the procedural generation as far as possible.  I
> think I've done that, but now I've been convinced that you can't
> "explore" a randomly generated universe -- you're just revealing
> pieces of it.  I think part of the attributes that makes
> exploration appealing is that you are putting together pieces of a
> larger system; with randomly generated content, the larger system
> is, well, random, and things just aren't tied together very
> convincingly.  

How about if you generate the higher level content using less-random
pseudo-random number generators? You'd get obvious patterns
forming. Let the players invent reasons for those obvious patterns.

Adam M
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