Cyber Bowling
kiwifarms.net
- Joined
- Jan 2, 2017
Common mistake, but procgen/rangen stuff is generally harder, not easier, to deal with both in a development and design perspective, with relatively few advantages.
A game that is procgen has to make everything generic and smooth enough so that all the pieces can be put together any which way, without stepping on each others toes. A linear design allows the designer to better control and pace the scope of what is available to the player and what they are encouraged to do and able to do at any one time. A procgen design requires a careful understanding of what and how the players engage with all the disparate mechanics of the game, to avoid creating combinations of scenarios that can be functionally impossible for a player to resolve. A linear game can assure and even advise a player that the game isn't rigged against them in RNG.
The advantages are generally only manifest in the ability to play over and over and have a different experience, but that comes with the same downside that you'll play over and over and not get the same experience, good or bad. And on top of that, your players will only experience that if they actually play multiple times. Unless the game has a short session time, like Binding of Isaac, or individual levels in other games, your players aren't likely to engage repeatedly (most people don't even finish their first play of most games, much less a dozen reruns) and all that extra content and systems you designed will go to waste.
Procgen is something I only recommend to experienced designers with an understanding of what they are doing and how it impacts their game flow. Alex can't even get linear design down, he'd never fucking figure out solid procgen design.
Oh, I 100% agree that it is harder to design then a linear game, and well above anything Alex can do, since, well, we've seen he can't even make a linear game. This was just some fun "what if" theory crafting.
I really can't think of a way for Alex to salvage the game that doesn't involve starting over and handing it to a new team, which he's implied is his plan in the past, but given how he botched the TinyBuild stuff, who knows if that will happen. It feels like he has no idea what to do next, since he's really dragging his feet on getting that kickstarter going. I wouldn't be surprised if he plans to just coast by on Patreon bux while pretending to do critical bug fixes until the project just finally dies.