is there any logical reason for it that im just not seeing.
i dont understand why they ever stopped it. i understand why the outerworld is static, of course, its essentially an mmo and the world is shared with people outside your party, and so on, ok, i got that.
but dungeons? why arent dungeons randomly generated layouts? is it laziness? incompetence? or some other reason that actually makes sense that im just not seeing?
Maybe since players rush the finish anyways, they figured there isnāt much point to random? I liked the game of teleporting around a map finding the lower level though
I know that one of the arguments against random is it can tend to make everything look really samey since random isnāt going to make you big, unique looking landmark rooms and things like hand building rooms with a coherent theme and vision will.
Some developers doing procedurally generated levels are doing a blend between hand made and procedural and the result is really nice: Returnal feels different every time I play it, the levels change a ton and have secrets to find and feel new and strange each time. Eventually you do kind of learn some of the rooms and start to memorize that a tile is going to have spawn spots for features on it, but it does a really good job of giving the map generation a ton of longevity and variety.
I imagine it has more to do with the chores they have for you in each dungeon. Harder to randomize that or you end up with the metal box next to the little podium where it goes, etc. Or all the skulls mobs in the same room dropping their essence or whatever. I really prefer the kill till the boss appears format of D3. Chores in dungeons kill the flow and immersion without adding any sort of challenge or difficulty. Was just unnecessary and the game wonāt be finished till that garbage is finally removed for good.
Because dungeons have objectives now. Procedurally generated layouts canāt fit in dynamic objectives. Just wait for an expansion. Itās a way for blizzard to sell stuff they should provide during launch.
āDungeon Designersā have to justify their jobs someway, so now we have static dungeon layouts. I honestly donāt know why they did this either. Just make the tile sets and have the AI have a field job creating a dungeon based on said tile sets. Maybe in the expansion, or the 2nd expansion weāll see this. After the Bobās have come around to clean house around D4 Developers.
āWhat you do at Blizzard is you make a dungeon based on the tile sets made by the art teams? Why couldnāt you just let the AI procedurally generate the dungeons instead?ā
Well Iāll tell you why, because, AI is not good at making dungeons.
āSo you physically make a static dungeon that people will have to run thousands of times over and never get bored of?ā
Well⦠no, the AI actually helps me make these static dungeons I just sort of put in the tile sets and save the layout.
āSo if the AI already does this, what would you say you do here?ā
Look I already told you, I make Dungeons! The AI canāt make them as well as I can! I am good at making dungeons! What the hell is wrong with you people?!
A dungeon designer is still necessary even tho the dungeon in randomly generated. I think the only reason they arenāt randomly generated fully is because of the chores they implemented and other possible reasons based on player behavior (tho this one doesnāt show the full picture, player behavior doesnāt mean all players behave the same).
D2 had fully random layouts (well, not fully) and it seems that everyone except me used a maphack that highlighted the shortest path to teleport through⦠so yeah. People were even maphacking D3 greater rifts.
Random layouts and wanting everything to be as fast and efficient as possible are conflicting goals.
Iād prefer random hand-crafted layouts than proc-gen. For example, each dungeon has 10 pre-made layouts to choose from and one gets selected at time of dungeon entrance.
Given the level of detail for the 3D Art, I donāt think proc-gen would look good.
Itās because people want to play this game with one hand on their clicker and one down their pants. Everyone crying about having to walk to the dungeon⦠let alone actually having to explore it. Blizzard caving into their brainless whales is why all their games end up being a bunch of repetitive ādaily choresā.
Not me, either. Iām a kill everything on the way to where Iām going player, at lease in a cave or dungeon. Even in the Underground Passage I always went and killed the second floor before heading out to Dark Wood.
I imagine that besides objectives itās also to prevent dungeons from feeling -ironically- identical. Now they all have a bit of identity.
Plus with the extremely detailed and thus highly limited tilesets they use to randomize itās probably quite hard to make actually random looking dungeons; some environments have specific tileset pieces unique to them (staircase forming out of thin air in the dusty caves for example, or cathedral having square hallways instead of cavelike ones) that might make it even harder to implement an algorithm that can piece together all the different tilesets properly without spending 10 years on patching broken designs. So they mightāve opted for a set spine to branch off from for every dungeon for development ease as well.