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Topic: Content generating

What games (the vendor, a title, year) provide  a maximum of an information content through the player and how they achieve it?

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Re: Content generating

Hello, Arsen. Shnurkov, you wrote: AS> What games (the vendor, the title, year) provide  a maximum of an information content through the player and how they achieve it? Minutes two tried to understand that it means, but and not . If you about procedural generation - forget. It is a maximum boringly for the player. The dip of last year - NoManSky - bragged of it and as a result -  a boring gameplay. In Bloodborne is  generated mazes - all transit them, because it is necessary, but all are spat on them. ONLY a manual content, only operation of designers and artists. All remaining - in a fire chamber.

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Re: Content generating

SO> that it means There is a Kolmogorov complexity, at NoManSky it is not high. It would be possible to make more if to construct on manned planets universities and defense points, and to produce there quests (scientific and fighting), demanding studies of any information.

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Re: Content generating

Hello, SergeyOsipov, you wrote: SO> If you about procedural generation - forget. It is a maximum boringly for the player. The dip of last year - NoManSky - bragged of it and as a result -  a boring gameplay. SO> in Bloodborne is  generated mazes - all transit them, because it is necessary, but all are spat on them. SO> ONLY a manual content, only operation of designers and artists. All remaining - in a fire chamber. user generated content can replace procedural . As in the same . Also not bad looks  according to the player. For example, Audiosurf and Crypt of Necrodancer. On the other hand  cards in HOMM3 enjoyed wide popularity. And Dwarf Fortress with clones too quite successfully use  a content. So all depends on a gameplay.

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Re: Content generating

Hello, Arsen. Shnurkov, you wrote: AS> What games (the vendor, the title, year) provide  AS> a maximum of an information content through the player and how they achieve it? Looking that you imply "content" a word. It is obvious that to the schedule anybody adequately not could . And it, as a matter of fact, the most part of any game.

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Re: Content generating

Hello, Arsen. Shnurkov, you wrote: SO>> that it means AS> There is a Kolmogorov complexity, at NoManSky it is not high. If I correctly understood all, at NoManSky  should raises as a result of actions of players. AS> it would be possible to make more if to construct on manned planets universities and defense points, and to produce there quests (scientific and fighting), demanding studies of any information. It can achieve more difficult generation or actions from players. In  me here there is more difficult generation of a content of the world, type of villages NPC, no private residences, underwater fortresses and so on.