I didn’t say it’s impossible. Just that it’s harder, takes deliberate effort, etc. For AAA games they don’t bother with that kind of thing because it’s larger expense and larger risk.
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I didn’t say it’s impossible. Just that it’s harder, takes deliberate effort, etc. For AAA games they don’t bother with that kind of thing because it’s larger expense and larger risk.
The issue with procedural generation is the game has to be built for it from the ground up and in a modular way. AAAs try to make themselves appealing by using novel new high quality assets that aren’t modular.
I haven’t played starfield so idk what they ended up doing, but from the sound of it they have pre-made assets/areas that they then place onto pre-generated worlds in a randomized way.
To make one of these “areas” procedural in itself, they’d then have to code a whole system for that. With AAA/3D the hard part is making modular environments without it looking repetitive or ugly.
My point isn’t so much that it can’t be done in a AAA game. But rather that it’s risky to do (not all players like it), and you have to structure your development around it. Lots can go wrong, there’s stuff you gotta sacrifice to make it work, etc.
If starfield is on the old bethesda engine then that’s even more of a reason. You can’t just plug and play an entire procedural generation thing in there without some fairly large overhauls or just gluing on an unrelated system.
In practice, bethesda probably took the lazy route: using their existing engine without major changes, then just making new assets for it, throwing stuff about a bit randomly, and calling it a day.
That’s the thing about procedural generation is: it’s a lot of effort and sucks up a huge part of the game’s development and comes at some pretty strict costs (repetitive looking environments/gameplay, reduced novelty, larger programming dev time to make it work). It can be done, but for a cost-cutting AAA studio they’re not gonna bother.
You can, but randomizing chests+locked doors is kinda complicated, and the more “interesting” your generations the harder it is to code and the more dev time it takes. And for a AAA game release you can’t really do that.
Key+Lock randomization is something that has been solved, and has been used most notably in procedurally generated zeldalikes. But that’s still niche indie territory, and not used for major game releases.
At a scale of 1k planets you’re going to have to rely on reused assets and procedural generation. At which point people not into procedural generation say that it’s “repetitive”. Especially if you only gen once for everyone and not each run lol.
AI generation of assets and code will theoretically eventually resolve this, but that’s quite a ways off. They’re not even usable for such with human assistance yet. And if you have ai generating the content, it’s not really a human team making that stuff lol.
“1000+ planets are dull on purpose”
No, they’re dull because no human team could make 1000 planets worth of interesting content in a single game development cycle.
I saw the title and was about to start calling bullshit but then I actually read it and it’s honestly the most adorable and wholesome thing. Her patch is greatly needed, and is critically important. I can’t believe that such a major bug was missed by the dev team.
yes. I haven’t played the game so idk the details of what’s up. but at 1k+ planet-sized spaces it’s hard to have a team go over that by hand. Planets are large. But I have no doubt that bethesda team was probably super lazy as well.