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#Actualwodinoneeye

Posted 27 September 2013 - 05:38 AM

Oh I can take it one further with 'Player Created Assets'  (particularly for MMORPGs who constantly need lots of new content)

to use players to create the templates/patterns and many of the props to multiply the options available to a games auto-generator..

 

The sticking point is the tools, but the cost of game assets are huge and that  will get worse the more complex they are (its why we are in a rut with so many games basicly being the same  as old ones and the playthru hours continue to drop)

 

 

Oh and I didnt mention seed-maps where themes and local prevalences are defined to guide the auto-generator (and how the map might mutate as influence maps of entities reacting to player actions   ie- player cleans out an area and the local spawns shift and something else moves in to take up the vacuum  (Farcry 3 didnt qite do this because there was no backpressure from the opponent factions to 'take back' their lost territory)


#1wodinoneeye

Posted 27 September 2013 - 05:34 AM

Oh I can take it one further with 'Player Created Assets'  (particularly for MMORPGs who constantly need lots of new content)

to use players to create the templates/patterns and many of the props to multiply the options available to a games auto-generator..

 

The sticking point is the tools, but the cost of game assets are huge and that  will get worse the more complex they are (its why we are in a rut with so many games basicly being the same  as old ones and the playthru hours continue to drop)


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