Procedural Dilemma

One of the promises of procedural generation in gaming is that each experience will be unique, because it was randomly generated. The irony is that the opposite is almost always the case, as designers seem to lack the courage to commit. Or perhaps they recognize that true randomness makes for bad gameplay experiences and thus put in guardrails that render the “procedural” bits moot.

Both Starfield and No Man’s Sky feature procedurally generated planets with randomized terrain, resources, flora, and fauna. Both games allow you to land anywhere on a given planet. But neither1 game allows there to be nothing on it. There are desolate moons with no atmosphere, yes, but in both games there will be some Point of Interest (PoI) within 2 km of your landing location in any direction. Sometimes several. And the real kicker is that there are always more PoIs everywhere you look.

There is not one inch of the universe in these games that doesn’t already have monuments or outposts on it, and the ludonarrative dissonance of that fact is never resolved.

The dilemma is that true procedural generation probably leads to even worse outcomes.

Imagine that the next eight planets you land on have zero PoIs. No quest markers, no resources of note, no outposts, no nothing. How interested are you in landing on a ninth planet? Okay, but imagine you can use a scanner from orbit to determine there are no PoIs or whatever. So… the first eight planet scans come up with nothing, are you scanning the ninth planet? At some point players are going to want some indication of where the gameplay is located, so they know where to point their ship. Fine, scanners indicate one planet in this system has two “anomalies.” Great, let’s go check it out.

But hold up… what was the point of procedural generation in that scenario? There isn’t much of a practical difference between hand-crafted planets and procedurally-generated-as-interesting planets surrounded of hundreds of lifeless ones. Well, other than the fact that those random PoIs in the latter case better be damn interesting lest players get bored and bounce off your game due to bad RNG.

Minecraft comes up as an example of procedural generation done right, and I largely agree. However, it is “one world” and you are not expected to hop from one map to the next. The closest space game to resolve the dilemma for me has been Starbound + Frackin’ Universe mod – some planets had “dungeon” PoIs and/or NPCs and many did not. Each star system has at least one space station though, so it’s not completely random, but it’s very possible to, for example, land on a bunch of Eden planets or whatever and not find an exact configuration that you want for a base.

As I mentioned more than ten years ago (!!), procedural generation is the solution to exactly one problem: metagaming. If you don’t want a Youtube video detailing how to “get OP within the first 10 minutes of playing” your game, you need to randomize stuff. But a decade later, I think game designers have yet to fully complete the horseshoe of leaning all the way into procedural generation until you come right back around to hopping from a few hand-crafted planets and ignoring the vast reaches of uninteresting space.

  1. NMS may have actually introduced truly lifeless planets with no POIs in one of its updates. They are not especially common, however, as one would otherwise expect in a galaxy. ↩︎

Posted on September 27, 2023, in Commentary, Philosophy and tagged , , , , . Bookmark the permalink. 5 Comments.

  1. What about Boundless? An MMORPG consisting of planets connected by player run portals. And every planet is, more or less, a minecraft world.

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    • Had to look up what Boundless even was… and I think I remember someone blogging about it at one point. Something about it being super important to know the coordinates of worlds with specific block colors/patterns, because that sort of thing was hyper-exclusive to just that world across the entire game? Does that sound familiar or am I misremembering?

      If that was the case… that would be a fairly novel procedural generation mechanic. The proc-gen in Starbound and NMS had me visiting “useless” planets to scope out interesting base locations, which were entirely based on things like weather + interesting skybox (since the terrain was irrelevant). Having, ahem, “unbounded” proc-gen such that you could legitimately encounter something that doesn’t exist anywhere else certainly delivers on the promise of the technology.

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      • Yes, that sounds like Boundless.

        NMS is quite strange. You’re discovering a new planet nobody ever set foot on but the moment you land the sky is full of NPC ships flying around.

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  2. I have not played NMS in the last 2-3 years, but the ludonarrative dissonance is so strong that I was not able to play this game after the 3rd planet.
    I wanted immersion, the joy of discovery, and I found uniform planet (= no landscape to explore) with base everywhere, and people sitting in their chair in the middle of the base, without window.

    I do not know the story behind the game but the theme was boredom : NPC and player are trying to chase away their ennui (flying randomly), some having abandoned (people sitting in their chair, waiting for something to happen.). There are old and strange artifact everywhere, and they are all doing nothing. Like art done for the sake of it.

    Is it a philosophy lesson on that challenge is necessary for us to feel alive ? That grinding is slowly killing us ? Or that it is the only way to achieve true peace ?

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    • In a supreme moment of irony, technically the overall plot/lore of NMS is consistent with its gameplay. You can read about the lore on the wiki, which obviously has massive spoilers.

      Having said that, I still consider NMS to have ludonarrative dissonance based on how the game was marketed and how it plays out generally. And to be sure, the plot that “resolves” the dissonance didn’t actually exist at release, so part of me feels like they went the route they did to resolve things. Which feels like… cheating.

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