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Screenshot of a tumblr post by greatlordfluffernutter:

AAA Games: We’ve created a massive open world 500x larger than our previous game with a grand total of two (2) sidequests that have been copy-pasted all over the map. That way, you have many different ways to climb a tower to find where to shoot stealth mechanics base building zombies buy the tarnished pass today!

Steam Indie Games: We had the great idea of taking Sekiro’s combat system and making into a rhythm game! We then decided to make it a roguelike deckbuilder so we wouldn’t have to design a progression system or level layouts and the player can just reset runs until the game becomes good via monkeys and typewriters.

Itch.io Games: I made a 2 hour long game about the trauma of growing up as a closeted trans girl presented via metaphor of being a stowaway on a 25th century cargo ship delivering goods between Hong Kong and The Greater Empire of Americana. It’s also a roguelike deckbuilder.

  • Buddahriffic@lemmy.world
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    12 hours ago

    Or even go back to one of the OGs of procedural generation: Diablo. The franchise might not be as popular these days (though could be more popular than ever in absolute terms) but it never really suffered from the procedural generation and Diablo 2 kicked it into an even higher gear with its mix of handcrafted and random aspects, plus spanning a bunch of very different looking locales that behaved a bit differently, too. From the open plains of Act I separated by rivers or fences, down into the caves and catacombs, then to a dessert with sewers, sandy areas, bug burrows, a mage’s tower, dessert tombs reminiscent of Egyptian tombs (in contrast to the more Gothic tombs of act I or the east tropical island tombs of act III). All (well, most) of it procedurally generated and not boring (though that was probably because it turned every single kill into a spin of a wheel on a slot machine and you had to find the next progression points to move on).