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Illusionism: Where Do You Stand?
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<blockquote data-quote="Bacon Bits" data-source="post: 9083767" data-attributes="member: 6777737"><p>I really don't see why this is important <em>at all</em>. I see no benefit in sustaining this illusion of a permanent realistic world when it's not permanent, not realistic, and not even a world.</p><p></p><p>Furthermore, where does it stop? When I set up the first dungeon of my campaign, do I need to have finished the last dungeon the players will interact with? Do I need to have finished <em>every</em> dungeon they might choose to interact with? I agree that that would be totally impractical, but I don't see why that isn't also just as much of a problem for not having a "realistic" world (for lack of a better term). Where is the line and why?</p><p></p><p>Let's take a video game like NetHack or Hades or Diablo II or X-COM or Spelunky. They feature procedurally generated dungeons with multiple levels. There are some fixed elements, but even within those fixed elements the game randomly determines layouts for some or all of the game.</p><p></p><p>When should the game determine the layout of a level? Should the game generate a seed once when the run of the game begins for the whole dungeon? Or should the game instead generate a seed for each level of the game? Now, I know that nearly all games of this type choose to do the former, but a big part of that is so they can make debugging level generation errors easier as well as to support things like shared daily runs. Setting aside that kind of developer consideration, however, does it matter to the player if the final level of the dungeon has been determined when they start the game?</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 9083767, member: 6777737"] I really don't see why this is important [I]at all[/I]. I see no benefit in sustaining this illusion of a permanent realistic world when it's not permanent, not realistic, and not even a world. Furthermore, where does it stop? When I set up the first dungeon of my campaign, do I need to have finished the last dungeon the players will interact with? Do I need to have finished [I]every[/I] dungeon they might choose to interact with? I agree that that would be totally impractical, but I don't see why that isn't also just as much of a problem for not having a "realistic" world (for lack of a better term). Where is the line and why? Let's take a video game like NetHack or Hades or Diablo II or X-COM or Spelunky. They feature procedurally generated dungeons with multiple levels. There are some fixed elements, but even within those fixed elements the game randomly determines layouts for some or all of the game. When should the game determine the layout of a level? Should the game generate a seed once when the run of the game begins for the whole dungeon? Or should the game instead generate a seed for each level of the game? Now, I know that nearly all games of this type choose to do the former, but a big part of that is so they can make debugging level generation errors easier as well as to support things like shared daily runs. Setting aside that kind of developer consideration, however, does it matter to the player if the final level of the dungeon has been determined when they start the game? [/QUOTE]
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Illusionism: Where Do You Stand?
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