I can’t speak for others, but in my case, it’s the randomized exploration for sure.
Yep! Ahem…
But I’ve heard from an anonymous source, that Minecraft has some great procedural algorithm. It generates quite interesting formations both above and below ground. Very pleasing to the eye and cool to explore. Apparently.
Teiman
4108
The original Elite had 65535 worlds.
So maybe, maybe procedural generation started has a way to save memory space.
It had 8 galaxies, with 256 stars/planets in each. So 2048. And those 8 galaxies were hand-picked seeds.
Originally they were going to have 248 galaxies, but Acornsoft wanted something a lot smaller!
Teiman
4110
Hand picked seeds!!. I an sure that will fuel a debate on the internet (glad you corrected me, sorry for the mistake)
DeepT
4111
Minecraft succeeded because it was a genuinely new kind of game, what other game that was like it came before it? I can’t think of any.
Its continued success was because it was moddable. A pure vanilla minecraft would have never reached the heights that minecraft has reached today.
Teiman
4112
Every step in the Minecraft story had decisions with tremendous success that doubled the number of players, imho. I don’t think you can point to a single decision and say, this one. Modability is just one of these.
Like, I remember when the only blocks in minecraft where dirt, lava and water. When it was a Java game you would run in the browser. When It had not infinite landscape or multiplayer or capability to save the world. I can’t point my finger to where the amazing music where added, but I can remember with fondness quiet moments when the music just kind of decided to show and made that quiet moment into something to remember forever.
It wont be has a popular game if it did not had multiplayer, or infinite landscape, or was still a browser java game.
Of course in the modern age it’s mainly a way to save designer costs. And it’s a bad way for most applications because of self-similarity and lack of content. There are occasional designs for which it’s apt, typically those in which a substantial amount of crafted content can be integrated or for which no crafted content is appropriate in the first place.
Teiman
4114
I don’t want to be cynical. Cynical people know how the world works, but they have lost the ability to imagine a different world.
Procedural algorithms is how the universe is made. Birds follow some simple rules to fly in flocks. Trees, snow, mountains grown following L-systems. Math is at the core of the natural world, and when we look at a mountain we are kind of refreshed, when we look at a tree, some part of us feel good. Videogames can too use the same or similar algorithms has the real world, and create their own… praeternatural world, that will too refresh us.
I don’t think that’s right. I don’t expect much from the real world myself, but I’m perfectly able to see how different (and better) the world could be, and that is actually a big source of anxiety and frustration. But anyway…
The complexity of real-world physics is (almost) infinitely greater than the trivial arithmetic used for game procedural generation. Observing that the superficial features of a mountain range look like they’re fractal or that flower petal growth follows the fibonacci sequence addresses a teensy zillionth of a percent of all phenomena, or all the features of a landscape scene. In a sense real-world procedural generation is God.
Holy chrome. 1000 points for the sentiment, +500 points for “præternatural” and +100 bonus points on top of that for the classical spelling.
Teiman
4117
Like in many things in software, you don’t need a full set. You can already build some amazing world with a subset of everything that make the realworld real.
I am happy I have managed to communicate the idea that procedural generation can be more than a way to save budget in artist. That is much more, or can be much more.
I know, I did the wrong words. Is more like… cynical people don’t believe in progress?, maybe? cynical people and naive people are wrong about in the same proportion, they are like the two extremes in a continuum. Except naive people is awesome and cynical people not.
If I’m going to travel in a space ship, I’d rather have a bunch of cynics making it than a bunch of naive people. The Naive person can be the “dreamer” like Roberts, but have the cynics controlling the money and doing the actual work.
Teiman
4119
i am a fan of what works :-)
I wonder which category Elon Musk belongs to. He seems more a we can do anything dreamer than cynic to me.
Sounds like a pragmatist to me. ;)
Ohhhh shiiiiiiiit, can’t believe I missed this for nearly a week!
popcorn.gif
Edit: Finished catching up. That was a really boring legal procedural movie. :(
Infiniminer is often mentioned as the game Minecraft copied took inspiration from.
But then I found Infiniminer. My god, I realized that that was the game I wanted to do. I played it in multiplayer for a while and had a blast, but found it flawed. Building was fun, but there wasn’t enough variation, and the big red/blue blocks were pretty horrible. I thought a fantasy game in that style would work really really well, so I tried to implement a simple first person engine in that style, reusing some art and code (although not as much as you’d think) from RubyDung, and came up with this:
Teiman
4124
Infiniminer kind of ignored his own settings, used the blocks thing as a gimmick and did not embraced it. Notch kind of rescued that idea from Gimmicky-land and made a game where it was given life. Infiniminer was not a game like Minecraft, it was a game like Matheus28 “Fort Wars”, If i remember correctly.
Infiniminer had a sandbox mode that was functionally similar to Minecraft’s creative mode, but the “core” modes of each game were indeed different (competitive multiplayer vs. sandbox survival). The real similarities lay in the underlying procedurally generated voxel tech, rather than the genre.