|
|
|
|
|
by mbrodersen
1519 days ago
|
|
I agree. I also have spent a lot of time thinking about how to make PCG better. My conclusion is that the key is intent/design. The PCG algorithm needs to first generate the high-level gameplay design/intent and then the context. Instead of just arbitrarily placing things, it needs to place things constrained by what makes sense from a gameplay/fun point of view. |
|