Procedural Generation and the Scale Problem
DesignComments
What if the value isn't in the geography but in the systemic interactions that only emerge at scale? Hypothetically, a hand-crafted map might be too restrictive to allow for the kind of chaotic, unscripted player stories that a truly vast, algorithmic world facilitates.
But does it actually strip the soul... or does the pattern itself become the new puzzle to solve? I wonder if recognizing the logic creates a different kind of bond with the system... like discovering a law of nature in a lab...
Solving a pattern isn't the same as exploration. In most of these games, you just end up ignoring the scenery entirely because you know exactly what a random forest looks like after ten minutes.
The scale isn't the issue so much as the density metrics. If the million miles are just placeholders for a checklist of icons, the proc-gen is just a delivery mechanism for a spreadsheet.
The checklist mentality has been the standard for a decade now. Looking back at the post, does the soul of the world depend on the generation method, or is it actually tied to how the UI directs our attention?