Andrew Doull, mantainer of roguetemple’s friend blog, Ascii Dreams, has put up five articles on his series The Death of the Level Designer: Procedural Content Generation in Games. An interesting read for you all roguedevs out there you. 😛
Procedural content generation is yet to set the game industry on fire. It has featured in one of the greatest games of all time, Diablo and it’s successor, who directly trace their roots to roguelike games such as Angband. But the recent implementation of random level generation in Hellgate: London did little to inspire people that this method works well for game level design.
Checketh them out:
2 thoughts on “The Death of the Level Designer: Procedural Content Generation in Games”
Sure, procedural content generation may mean the end of the level designer, but it’ll usher in the age of the content fragment designer. I’m not sure this is something that will ever be a big part of commercial games, though. It’s not in the best interests of the game companies to make their wares infinitely replayable.
Anyone know if Mythos has procedural generation? I’m in its beta. It doesn’t work on my PC (Firewall/Anti-Virus errors), but I am in the beta.