When Is It Right To Use Procedural Generation? (Final Draft)
When Is It Right To Use Procedural Generation? (Final Draft)
Ryan Premi
ENGL 134
Professor Erdiakoff
11/16/17
Back in Middle School, all my friends were getting into this fun game called Minecraft.
Although I was initially reluctant to play Minecraft due to its seemingly steep learning curve
that demanded hefty amounts of experimentation and memorization, I feel in head over heels for
it. I have so many wonderful memories of playing it with my friends and creating extravagant
month spanning projects in game. Like me, many people also fell in love with the game and it
became an inescapable sensation that has amassed massive critical acclaim and has gone on to
sell over 100 million copies with around 53,000 copies being sold a day (Rad 2016). Many of
Minecrafts most notable features and game mechanics became extremely popular as a result,
such as its survival mode and innovative crafting system. But, perhaps the coolest and most
interesting feature is its infinitely huge procedurally generated worlds. Procedural Generation
(ProGen) is a method of creating data algorithmically, and it's commonly used by developers to
create sprawling, seemingly handcrafted spaces in blazingly fast time. ProGen has taken the
game industry by storm, a technique that used to be in a few releases a year are now being used
in dozens of new games a year (Wikipedia Staff 2017). Some consider ProGen to be a gimmick
and a game design crutch, leading to repetition and lack of creativity. While it can hamper
gameplay if used incorrectly, Id argue that ProGen is a great tool for game developers when it
ProGen has a number of practical uses for developers that make it extremely worthwhile
to implement, which is evident in its historical and small studio adoptions of it. While there has
certainly been a drastic spike in the number of ProGen games on the market since Minecrafts
popularization, a small handful of game developers have been using this technique for decades. It
wasnt the first, but the video game Rogue used ProGen to create its sprawling, procedurally
created dungeons that players have to navigate and fight enemies in. Further, Rogue became a
design template for many Role Playing Games (RPGs) leading, to the creation of the subgenres
of Dungeon Crawler and RogueLite(Revolvy 2017). These games were made by smaller
developers who lacked the resources to craft thousands of levels by hand in a reasonable time.
Games like Exile, Toejam and Earl, Diablo I & II, and Elder Scrolls I & II all utilized ProGen to
create their massive worlds and dungeons. On the other hand, using ProGen also allowed for
smaller file sizes since developers didnt have to store a plethora of pre-defined levels (Smed and
Harri 2006). Usually the filesize of games whose levels and or open world are hand crafted are
larger than ones made with ProGen. For instance, The Witcher 3 and Grand Theft Auto V
(GTAV) are two of the hottest PC open world games require 38 and 52 GB of space respectively
whereas ProGen games like Minecraft and No Mans Sky have 2 and 8GB installation sizes
respectively. Although both The Witcher 3 and GTAV are around 50 square miles each which
seems massive, No Mans Skys has 18 quintillion planets you can explore and Minecraft can go
theoretically go on infinitely given enough storage and processing power (Moss 2016). To make
distribution as quick and convenient as possible, game developers aim to have the smallest file
sizes possible to lower the download size for the user making ProGen a very attractive option in
game creation.
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One can also capitalize on the strengths of a game using the infinite replayability that
comes with ProGen. Humans have immense trouble comprehending the idea behind true
randomness, heck, theres a whole field of psychology -Game Theory- which analyzes
humanitys lack of understanding probability. Games that utilize ProGen in a fantastic manner
are ones whose core gameplay benefits from the kind of quasi-randomness that comes from it,
and it can be used in far more ways than just level/world creation. 4X (eXplore eXpand eXploit
eXterminate) games like the Civilization series and Settlers of Catan use ProGen to prevent
people from merely memorizing routes and exploits inherent that would come from replaying the
same maps and rewards good strategy (Moss 2017). Then comes Rouge-Lite games, which are
games with elements like ProGen and permadeath (starting a new game every time they die) that
were inspired by the game Rogue. Rogue-Lite games like The Binding of Isaac, FTL, and
Downwell utilize ProGen to create non-linear gauntlets with permadeath where players progress
their skills through replaying the game a plethora of times. Contrastly, there are other intriguing
implementations of ProGen, like the dynamic difficulty ProGen director in the Left 4 Dead
games, which makes the game harder or easier depending on the performance of the team
playing (Extra Credits 2017). Perhaps one of my favorite out of the box uses of ProGen was in
the game Shadow of Mordor, which created boss enemies with unique strengths, weaknesses,
and personalities making every encounter immensely engaging and memorable. Thus, game
developers should make sure their ProGen systems leave the player feeling like they are
progressing their skills as they play, and are ready to hop into a barrage of fun, interesting
scenarios.
While ProGen can be a great tool developers and compliment a games mechanics, it can
lead to repetitive gameplay and be a crutch on game design. The idea of ProGen sounds excellent
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inspirit and one would think that games created with it would not feel repetitive. Well ProGen
can generate functionally infinite scenarios and possibilities, but if the game itself lacks depth
and the actions one performs in a game is far too simplistic and or non engaging players will
begin to get bored. I actually learned this the hard way myself when I was programming my own
game with ProGen. Even though I made functionally infinite worlds, everyone that played it
rightfully got bored after a few minutes because all one can do in it is try to find water or food to
survive. Influential video game critic John Bain -more commonly known as TotalBiscuit or
Cynical Brit- has cited games like No Mans Sky for being the wide as an ocean with the depth
of a puddle, (2017) for having little mechanical depth, heavy repetition, and having planets that
seem way too similar to each other. On the other hand, competitive multiplayer games strive off
of balance and try to rely on as little randomness as possible, something like ProGen created
levels in a game like League of Legends or Counter Strike Global Offensive are strictly not
allowed because of this (Smed and Harri 2006). This is a fair statement. Quasi random systems
of ProGen will inherently generate positive and negative biases, effectively making high level
play who got the best dice roll (Extra Credits 2017). You also lose some of the magic of a
personal, human handcrafted experience that can be far more memorable than a [ProGen game
loop (Extra Credits). Consequently, while some games mechanics do benefit from having
ProGen in them, you can lead to repetition, lack of balance and humanity within your experience.
Although ProGen doesnt belong in every game, theres definitely games like RPGs and
Rogue-Lites that compliment the game and make it easier to develop all content by hand. Game
debated ways on whats good game design. At the end of the day, there are three main
takeaways to ProGen. Firstly, ProGen can be an important tool and as such it should be used by
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Game developer to enhance their gameplay by allowing them to focus on perfecting the core
levels/worlds. Additionally, ProGen as a game design technique is not always the optimal
solution for your game, and if a game developer has enough resources a hand crafted human
touch can leave a memorable, fun impression. Lastly, ProGen has a plethora of applications, and
in the future more developers and designers will hopefully continue utilize its potential outside of
the standard texture and level/world creation and make incredible games using this powerful
technology.
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Bibliography:
Smed, Jouni, and Harri Hakonen. Algorithms and Networking for Computer Games . 1st Edition,
Wiley, 2006.
Moss, Richard. "7 uses of procedural generation that all developers should study ." Gamasutra,
www.gamasutra.com/view/news/262869/7_uses_of_procedural_generation_that_a
ll_developers_should_study.php.
Rad, Chloi. "Minecraft Sales Surpass 100 Million Copies." IGN.com, IGN, 2 June 2016,
www.ign.com/articles/2016/06/02/minecraft-sales-surpass-100-million-copies.
Wikipedia. "List of games using procedural generation." Wikipedia.org, Wikipedia , 7 Oct. 2017,
en.wikipedia.org/wiki/List_of_games_using_procedural_generation
Extra Credits. " Procedural Generation - How Games Create Infinite Worlds Episode." Extra
Credits, season 10, Episode 24, Extra Credits, 22 July 2015. Youtube.com,
www.youtube.com/watch?v=TgbuWfGeG2o.
Revolvy Staff. " Rogue (video game) ." Revolvy, Revolvy, 2017,
www.revolvy.com/topic/Rogue%20(video%20game).
Bain, John. I will now talk about No Man's Sky hype for about 40 minutes. 16 Aug. 2016.
Youtube, www.youtube.com/watch?v=JCG9YLeIB98.