Men_in_Boxes
Snake Oil Salesman
1st time playing on a new map:
18th time playing on the "new map":
I get the resistance to procedurally generated level design as a single player gamer. Those games are designed to be played once, and for players to feel what the artists want at specific points. Nathan Drake pulling back on some brush to reveal an idealic mountain range is going to produce an emotion that a new Minecraft seed can't.
That being said, multiplayer gamers are not single player gamers. We value entirely different things.
SP gamers value:
- Production values
- Passive narrative
- Being guided
- Predictability
- Ease
MP gamers value:
- Novelty
- Uncertainty
- Player choice
- Difficulty
- Social play
If the above is true, why are multiplayer studios still hanging on to a design philosophy from the single player era? We're in the GAAS era where games are not only designed to be played for years, but developers stay connected post release.
Luke Stevens just released a video where he said he played Marathon for two days. He played on the first map one day and the second map on day two. He felt the levels were so small that he knows them pretty much inside and out.
Bungie...no, PlayStation...no, ENTIRE VIDEOGAME INDUSTRY: Take your level designers out back, and pretend they're race horses with broken legs. It's about procedural generation now.
How much more interesting would Marathon have been if Bungie had a team of 30 people working on a modern AAA procedural generation system for 6 years?
This is a problem in multiplayer that no one is talking about. I play The Finals.
There's 7 maps in The Finals and each map has 10 PoIs that attract the most fighting. At a certain point, you learn the optimized strategy for each point. I play X character with Y load out so I really only have 6 or 7 ways to defend this point. Actually...I learned a lot over the last month...there's really only two or three viable defense points. Actually I played for 6 months...there's one ideal defense position.
If you play The Finals (any multiplayer game really) you quickly learn the geography and just slot into your position. You don't even have to talk to teammates anymore because the class I play always sets up in one or two locations.
Static level designers are a product of a bygone era.

18th time playing on the "new map":

I get the resistance to procedurally generated level design as a single player gamer. Those games are designed to be played once, and for players to feel what the artists want at specific points. Nathan Drake pulling back on some brush to reveal an idealic mountain range is going to produce an emotion that a new Minecraft seed can't.
That being said, multiplayer gamers are not single player gamers. We value entirely different things.
SP gamers value:
- Production values
- Passive narrative
- Being guided
- Predictability
- Ease
MP gamers value:
- Novelty
- Uncertainty
- Player choice
- Difficulty
- Social play
If the above is true, why are multiplayer studios still hanging on to a design philosophy from the single player era? We're in the GAAS era where games are not only designed to be played for years, but developers stay connected post release.
Luke Stevens just released a video where he said he played Marathon for two days. He played on the first map one day and the second map on day two. He felt the levels were so small that he knows them pretty much inside and out.
Bungie...no, PlayStation...no, ENTIRE VIDEOGAME INDUSTRY: Take your level designers out back, and pretend they're race horses with broken legs. It's about procedural generation now.
How much more interesting would Marathon have been if Bungie had a team of 30 people working on a modern AAA procedural generation system for 6 years?
This is a problem in multiplayer that no one is talking about. I play The Finals.
There's 7 maps in The Finals and each map has 10 PoIs that attract the most fighting. At a certain point, you learn the optimized strategy for each point. I play X character with Y load out so I really only have 6 or 7 ways to defend this point. Actually...I learned a lot over the last month...there's really only two or three viable defense points. Actually I played for 6 months...there's one ideal defense position.
If you play The Finals (any multiplayer game really) you quickly learn the geography and just slot into your position. You don't even have to talk to teammates anymore because the class I play always sets up in one or two locations.
Static level designers are a product of a bygone era.
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