mjclark wrote:
Being raised on shmups with memorisation and stage strategies, procedurally generated levels seemed to me to be useless nonsense but I'm just starting to "get" it now and wonder if this is the way forwards.
I am afraid that you say why they're not "the way", just below:
Obviously it means that hi scores between different players aren't strictly comparible and there's less room for off game discussion since each playthrough will be somewhat unique but I'm seeing that procedural generation actually adds a dimension to gameplay for those who want it.
Basically, these games remove the "arcade feeling" that everyone tries the same sequence of stages. I actually wouldn't bother playing a game for score, if I can't be sure that if I play well and I get a stinker sequence of stages, I don't get a good score. However:
It's like the difference between chess and poker or backgammon, all real tests of skill but in the last two the player must play against not only their opponent but also seemingly random circumstance. Some feel that this element spoils the game otheres feel it makes it all the more exciting!
Well, in Backgammon one really needs to learn how to handle all possible "random" combinations. At a given point in a game, a pro player knows all the moves that should be performed from the possible result of rolling a dice. So, instead of learning "pieces are in X configuration, I make move Y", a pro learns "pieces are in a X configuration. If I roll 2, I make move Z; If I roll 3, I make move W; If I roll 4..." and so on. Basically, random factors make the game more complex but still a closed system. One can figure out all the possible outcomes, and have a ready-made decision all the time. It just takes more time.
So, procedural games that operate on a closed system of stages could be interesting score-wise, I think and ONE WAY forwards. Randomized stuff is not worth bothering about, except for killing time and being pretentious ("zomg this game is generative! whooo!").
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."
I.M. Banks, "Consider Phlebas" (1988: 43).