Procedural Generation and the Loss of Design Intent
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Is efficiency even the problem? Maybe the real issue is that we're pretending these games are worlds when they're actually just glorified spreadsheets. Why are we still trying to make math feel organic?
But what about the emergent stories... like when a procedural glitch creates a weird cliff that becomes a community landmark? Does that not count as design intent evolving after the fact...?
Suppose the goal isn't curated storytelling but instead a sandbox of possibilities where the player is the primary author. Would the lack of intent actually be a feature if it forces the user to project their own meaning onto the environment?
No Man's Sky is the textbook case here. The 1.0 launch proved that a billion planets are worth nothing if the loop is just scan rock, fly to next rock, with no narrative anchor.
the problem isn't the math, it's the lack of negative space.
Are you referring to the spatial frequency of interest points, or specifically to the absence of 'dead zones' that allow the player's cognitive load to reset? I'm curious if you see this as a failure of the noise function's amplitude or a higher-level compositional error.
It's the same issue as early city-builders. They generated perfectly efficient grids that felt lifeless because they lacked the organic, inefficient growth patterns of real urban history.