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by 8_hours_ago 3148 days ago
...procedural content is not for "lazy developers". It’s not there to free you from creating content. It’s there to let content react to the player. You still need a lot of it.

This is a very good lesson for game developers. Too many games rely on procedurally generated content, which can be boring to a player if it seems random instead of being a result of some interaction (see No Man's Sky).

1 comments

I really enjoy NMS but many aspects are boring. The generated landscapes are predicable, why is the climate on every planet uniform across the whole planet?
NMS is an example of bad procedural generation. Cellular automata, by nature, is a slow[1] algorithm, so it's hard to run automatas for every single planet you create. It's certainly possible, but as we've seen from NMS it's not straightforward to implement.

[1] Actually you can heavily optimize cellular automata for cache, but a K dimensional automata will be in O(N^(K+1)) so assuming a 2D world, it's O(N^3). So, it's not scalable. If you look at procedural world generations in big scale, like dwarffortress, you'll see that they're one time operations that take a very long time. NMS is tricky, since you need to keep doing this multiple times.