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Starfield Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,103
Location
Nantucket
The difference between ^ being really cool or really shitty is entirely dependent on cloth physics and whether or not other equipment clips through it.
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
I hate this modern trend of adding flapping cloth to a futuristic space suit so it could look semi-fantasy. I think Destiny started it, and then other generic games like TOW/Outriders/etc etc have followed.
 

Riddler

Arcane
Patron
Joined
Jan 5, 2009
Messages
2,390
Bubbles In Memoria
I hate this modern trend of adding flapping cloth to a futuristic space suit so it could look semi-fantasy. I think Destiny started it, and then other generic games like TOW/Outriders/etc etc have followed.

I think it's usually more western than fantasy.
 

vortex

Fabulous Optimist
Joined
Mar 25, 2016
Messages
4,221
Location
Temple of Alvilmelkedic
This was leaked how aliens will look like in Starfield

th_crazy_galsses_top_jd.jpg.cf.jpg
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,967
Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.
 

cvv

Arcane
Patron
Joined
Mar 30, 2013
Messages
18,961
Location
Kingdom of Bohemia
Enjoy the Revolution! Another revolution around the sun that is.
Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.
Daggerfall cool? A handful of quality handcrafted content drowned in a sea of pointless, obnoxious random generation. Not my cup of tea.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,705
Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.

FYI "procedurally generated" nowadays means the visual has to fit into framerate / power envelope and so it's more of a culling thing

think of less obnoxious popping at distance


...
 

Magitex

Educated
Joined
Aug 2, 2017
Messages
62
Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.
It wouldn't be bad, but most AAA developers think procedural generation just means insert random loot boxes or enemies without rhyme or reason.. and I haven't seen anything to the contrary from Bethesda yet. I'm still kind of excited for Starfield, especially if they're going to have a more procedural environment, but my expectations are that it will just be some under-designed randomization in static areas that won't hold my interest for very long.
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
19,234
Shadorwun: Hong Kong
I hate this modern trend of adding flapping cloth to a futuristic space suit so it could look semi-fantasy. I think Destiny started it, and then other generic games like TOW/Outriders/etc etc have followed.

Yeah I'm sure the game will be perfect otherwise.

I mean these are the creators of "Fallout" 76, what could possibly go wrong?
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,705
Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.

FYI "procedurally generated" nowadays means the visual has to fit into framerate / power envelope and so it's more of a culling thing

think of less obnoxious popping at distance


...
but it is ,
clear.png
 

Magitex

Educated
Joined
Aug 2, 2017
Messages
62
Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.

FYI "procedurally generated" nowadays means the visual has to fit into framerate / power envelope and so it's more of a culling thing

think of less obnoxious popping at distance


...
but it is ,
clear.png
Procedural means a fair few things and in the context of computing/gaming, usually means objects and game elements added/removed in runtime - these being classified as procedural generation. Unless they specifically stated it would be used for level-of-detail and culling, I think it's safe to say they meant adding to the area content with rule-based randomization, i.e nebula with different effects, random rocks to mine, 50 different flavors of hats, braindead pirate AI waiting for the player.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,705
It has to come down to culling because even PC-s with dishwasher power consumption levels can't deal with complexity of any sort and it can't get you a sense of exploration otherwise, plus they cannot even save that into savefiles most likely.

Nice try at some low-key hype though.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.

FYI "procedurally generated" nowadays means the visual has to fit into framerate / power envelope and so it's more of a culling thing

think of less obnoxious popping at distance


...
but it is ,
clear.png

That's an interesting technology, but still - if you say "procedurally generated" then people, both gamers and developers, will think of games like Minecraft and not a procedural culling method.
 

Tihskael

Learned
Joined
Jun 22, 2020
Messages
336
As far as procedurally generated terrain is concerned, I am sure a lot of Oblivion's terrain except the settlements and cities was procedurally generated. The artists then put in some more details and polished it till it looked good enough.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,631
As far as procedurally generated terrain is concerned, I am sure a lot of Oblivion's terrain except the settlements and cities was procedurally generated. The artists then put in some more details and polished it till it looked good enough.
That's not what "procedurally generated" is used for in common parlance, though. The term describes content being generated at runtime, whereas what you're talking about is level designers using an algorithmic approach to laying down a base to iterate on manually. Diablo 2's levels are procedurally generated, whereas Oblivion's devs used an algorithm to generate a first draft for tree placements (that was all!), then touched it up and it's persistent in the final product.
 
Joined
Aug 27, 2021
Messages
698
Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.

FYI "procedurally generated" nowadays means the visual has to fit into framerate / power envelope and so it's more of a culling thing

think of less obnoxious popping at distance


...
Procedural generation never means graphical culling, wtf are you talking about? It means "semi randomish but works" like Diablo maps and rogue levels.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,705
Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.

FYI "procedurally generated" nowadays means the visual has to fit into framerate / power envelope and so it's more of a culling thing

think of less obnoxious popping at distance


...
Procedural generation never means graphical culling, wtf are you talking about? It means "semi randomish but works" like Diablo maps and rogue levels.

Even diablo(1) mapgen is culling by its very nature, the whole generation is re-run when the level is unwalkable. Oops. Maybe lay down that kool aid dude.
 
Joined
Aug 27, 2021
Messages
698
Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.

FYI "procedurally generated" nowadays means the visual has to fit into framerate / power envelope and so it's more of a culling thing

think of less obnoxious popping at distance


...
Procedural generation never means graphical culling, wtf are you talking about? It means "semi randomish but works" like Diablo maps and rogue levels.

Even diablo(1) mapgen is culling by its very nature, the whole generation is re-run when the level is unwalkable. Oops. Maybe lay down that kool aid dude.
Hmm, yeah, definitely. You, the one guy with his own unique headcannon definition of a common term, are the smart one here. Please keep telling me that proc gen means graphical culling (And no, regenerating a map when it fails is not graphical culling you dunce).

You half remembered a term you heard once from a video, and thought you'd be the ackshually guy. But instead you've made an ass of yourself.
 

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