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What's the most memorable procedural generation present in any rpg ever made
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Item stat wise it's got to go to PoE, that's my bet
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Something like Terraria is a great normie-palatable product with still a pretty big combinatorical frontier item wise. Generation it's identical to minecraft in just being X number of biomes.
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Maybe NMS can get the visual award but even there I still have big problems with some of the algorithms
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Shit like this was inter-planet species variation as late as 2022
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The gameplay is even less diverse than t he flora/fauna. Gameplay wise all planets are identical
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>>3474692
Convergent evolution is one hell of a drug.
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>>3474668
Dungeon Crawl Stone Soup had some hilarous stuff going on, but it has been years since I've last played it and didn't keep any screenshots.

Honorable mention for Diablo 1 loot, that could get you killed by putting on unidentified item having it ID's on you because negative modifiers were a thing.
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>>3474668
This is like asking what the hottest ice is. Random shit is inherently unmemorable.
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>>3474947
Yeah or just a spore generation with a chance to flip one of the components out. So fucking lazy by Sean Murray
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>>3474954
>This is like asking what the hottest ice is
Ice-nine, duh.
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>>3474954
This is just wrong, MineCraft heavily depends on at least having locally memorable landmarks and signatures so the player can find their way home. It's not perfect by any means but it does work a little bit
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>>3475308
It's almost like natural landmarks of Earth were not designed either.
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>>3475332
Right, I agree with you. I disagree with >>3475308 that a memorable environment has to be hand authored. Though of course, if a human verifies it that's better, but humans are expensive, duh. If it's generated then that's more environments.
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>>3475308
why is it that i've never seen memorable world gen outside of minecraft and sometimes civ? even DF is kinda bland
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>>3475411
well, notch is kind of indominable. His new project would have cleaned up if he didn't decide to code it in JavaScript
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>>3475411
>>3475417
And as far as I know he's the only one to have also made a procedural MMO too
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>>3475418
Seriously this guy is just cracked. What is it about /pol/tards and content gen
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Someone's gonna crack AI content gen at some point too. I wonder if there's already a popular game that exclusively uses it
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bump
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>>3474668
Starfield had some amazing looking planets
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>>3477648
I'll take your word for it Todd.
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>>3477648
not really. it was all boring crap
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>>3475436
ahh, now this is what AI is good for. Weird or creepy stuff so the 'off' nature of AI becomes an advantage.
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>>3474668
These two games are very comparable. You got two flavors of a similar experience; sci-fi & medieval.
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>>3478089
It definitely has the most potential when it's harnessed. It seems to work exactly as one would hope, the prompt gives the scene a bunch of arbitrary rules to generate from. This causes problems when finishing an image since it overuses a rule throughout the image. But this is no problem at all when it comes to a fantasy terrain since these would just be incredibly distinctive motifs.
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>>3477648
Name them. Name one.
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>>3478089
Some AI depictions of hell are startling.
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I always think of the dungeons in Dark Cloud any time I encounter procedural generation anywhere.
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>>3480058
That's neat I never really heard of a console product during that time that used procedural generation. I mean of course they had the tech for it and for whatever reason they just stayed away from it apparently. I can think of about 30 gamecube titles I played as a kid and hardly any of them had randomness let alone generation. The most I can think of is random items.
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Looking at the macro picture, I think it's really clear that roguelikes/lites punch far, far above their weight as far as value. Their often not too hard for these devs to produce and the demand is just tremendous. The tech has advanced in the last decade, something like Rogue Legacy no longer grabs peoples' attention. But I don't think people have really appreciated the signal that the market has given to this genre.

picrel is my favorite, though it doesn't really have terrain generation
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Something like Wurm just seems like the ideal generation game. It's amazing how they flubbed it, but then one time I saw that it took the guy like 3 real-life hours to build one house. -.- Amazing levels of mismanagament by Notch and Rolf. I'm not surprised Notch had his comeuppance as he must have been insanely frustrated by wurm not taking off given its extreme generation tech, rich features, uniqueness. Punished Notch, basically.
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Can you smell what the Notch is cookin'?
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Divinized GodKing Notch!
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I just rediscovered this old one called Noctis IV. I've never heard of it but damn it looks amazing (minus I'm sure there's no survival elements). I always think that the ideas are actually richest when the technology is in its infancy. And when the tech actually matures such that the original good ideas could be made, the young people of that era don't have the inspiration to make anything cool. The best project ever would be if I could teleport this Noctis IV guy to our modern time. The game he would make would be legendary
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There's no way the proteus dev didn't know about Noctis IV. The "bunny" jumping away looks almost the exact same billboard graphic.
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Bump
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Holy fuck this proteus game is a masterpiece, they really should have kept going with it it's a tragedy it's dead



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