• @picassowary
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    301 year ago

    sounds great but they’re talking about having multiple hand-crafted areas that are larger than entire regions in recent assassins creed games which means at least one of a few things

    1. this game isn’t coming out for years
    2. the amount of crunch needed to get this game out the door is going to be horrendous
    3. the game will be huge but also insanely empty
    • conciselyverbose
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      151 year ago

      Also there’s no way they aren’t procedurally generating large portions of maps before building it out by hand. It’s just part of a reasonable workflow now.

      • @picassowary
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        21 year ago

        yep, this is also 100% on the money.

    • @[email protected]
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      1 year ago
      the game will be huge but also insanely empty
      

      Most likely, especially since this is ubisoft after all, but I don’t see why this naturally follows having a hand crafted world in your line of arguments. On the contrary procedurally created worlds are usually the ones which are most prone to be huge but empty (or bloated with similar copy pasted content).

      • @picassowary
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        11 year ago

        my thought process was essentially: without enormous amounts of crunch (or slave labor) to fill in these spaces, they will wind up with hand crafted-but-empty spaces if they want to launch the game on any reasonable timetable

    • @[email protected]
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      1 year ago

      I think there was an elder scrolls game that used procedural generation for a lot of the map but all the important areas were hand made. There’s no way they can hand make a galaxy full of planets without sacrificing something important somewhere. Why can’t they just procedurally generate some of it? Is the no procedural generation supposed to be a selling point?

      • @picassowary
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        21 year ago

        in the post-no man’s sky era, “procgen” kind of has a bit of a bad rap unfortunately. as wary as i am of starfield (i don’t think it will be good), their method of using procgen for the broader world and handcrafting specific zones seems like the way to go

      • 🦘min0nim🦘
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        11 year ago

        For Oblivion they touted the use of procedural generation to create the ‘realistic’ outdoor environments, not to generate content on the fly.

        At the time Oblivion was great - I remember spending heaps of time just collecting plants because the outdoor environment and the music were beautiful. And then getting mauled by a bear.