Comment on checkmate, big geology!!

<- View Parent
supersquirrel@sopuli.xyz ⁨7⁩ ⁨months⁩ ago

My main gripe with your comment is just the “This is so obvious! Why hasn’t anyone made this?” attitude. Because it ignores the work that needs to go into each of these tools, often for almost no recognition/compensation.

It is obvious, and you still aren’t seeing it. You keep misidentifying the main thing I point out as the beginning of the creative process and a catalyst to seeding inspiration for level and world design as an arbitrary complicated ask that has nothing to do with the experience of level designers engaging in the creative process nor how organic and engaging a landscape feels in the end product.

It’s like, an axiom to this conversation is that the knowledge I have of geology must mean MORE work for game designers and that gives you a right to portray me as having a snarky, unappreciative attitude towards the incredible amount of work that goes into video game development.

It honestly portrays that lack of interest in geology well, you almost seem annoyed that I would suggest geology contains anything that might be of use to video game development because it involves learning about something other than computers and computers are already hard enough.

I didn’t make the computers too hard to fit anything else in your brain, I also constantly give mad props to my favorite video game designers especially indie ones and ESPECIALLY open source projects with loving communities or developers who have maintained wonderful games for years and years.

…but yes… this whole landscape thing? It is obvious as fuck to a geologist, I’m sorry but it is. Treating open world design like it is this thing you have to build entirely by hand or with awkward algorithms that attempt to procedurally generate some unsettling landscape that has to be fixed by hand JUST as much one like this

Mountain ranges blocking off high level areas, terrain elevation being changed to make sure certain landmarks are more visible/look better on camera, resources such as water/ores, etc needing to be close together for balancing reasons (For survival/crafting games), etc. Reality doesn’t always conform with one’s artistic vision.

Procedural generation has to be hemmed in by guard rails, Minecraft doesn’t just generate ores willy bully with no thought or check for game balance? No procedurally generated game worth its salt does and there are innumerable successful examples of those. Why would it be any different for building worlds with geologically inspired tools in a fashion I describe?

I don’t understand why you see a difference there.

These processes also don’t have to be extremely advanced geophysical simulations, you can abstract shit into elegant systems that reflect deep complexity, it is called good game design.

source
Sort:hotnewtop