Monday: Procedural generation is so much easier than handcrafting everything.

Friday: Handcrafting is so much easier than procedurally generating everything.

@grumpygamer

In theory, procedural generation is amazing and will give you unlimited everything. In practice it... doesn't. As they say, theory and practice are the same thing in theory but not in practice ๐Ÿ˜œ

@grumpygamer innovating in indie development by creating bespoke handwritten content ๐Ÿ˜ค
@grumpygamer The sweet spot is somewhere in between
@grumpygamer Wednesday: I don't know what I'm doing with my life
@grumpygamer is it that last 10% of coverage?
@grumpygamer Both sentences are true, and hinge on the "everything".

@grumpygamer

Handcrafting:
- Easy to do junk content
- Hard to do high quality cohesive content

Procedural generation:
- Easy to do a large amount of junk content
- much harder to make high quality cohesive content, because you need to write your handcraft knowledge as code and ensure multiples edge cases.

@grumpygamer The @DigiAntiquarian once wrote a good article about procedurally generated vs. handcrafted missions: https://www.filfre.net/2017/03/whats-the-matter-with-covert-action/
@grumpygamer The combination of both is just like magic. ๐Ÿ˜

@grumpygamer
Computer: Please remove stuff to make it look better.
๐Ÿค–โ€ฆโ€ฆ. ๐Ÿ’ฅโ€ฆ. ๐Ÿ—‘๏ธ

[can you smell burning?]

@grumpygamer "[Procedural generation] isnโ€™t a *substitute* for designing content. Itโ€™s a *way* of designing content โ€” one that is often at least as labor-intensive as other ways..."

-- Emily Short, https://emshort.blog/2016/09/21/bowls-of-oatmeal-and-text-generation/

Bowls of Oatmeal and Text Generation

In a comment on my recent post on text generation, Dryman wrote I was wondering if youโ€™d been following some of the recent games criticism discussing where procedural content has ultimately failed โ€ฆ

Emily Short's Interactive Storytelling