Report You prefer game levels to be

Poll started by feillyne with 6,608 votes and 89 comments. Browse the poll archive.

 30%

(1965 votes)Procedurally generated

 70%

(4643 votes)Hand-made

Post comment Comments  (0 - 50 of 89)
Spe¢ter
Spe¢ter - - 1,482 comments

Ok, I managed to accidentally select the wrong option and hit vote.

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ArkaZeen
ArkaZeen - - 1,696 comments

I can agree.

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talynmiller355
talynmiller355 - - 1 comments

so did i crap

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Aenarion_
Aenarion_ - - 1,633 comments

I think most of us are guilty of this.

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Lucífer
Lucífer - - 3,393 comments

I'm sure Hand-made would still be the victor regardless.

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megas
megas - - 79 comments

IMO hand made may be better for quality where Procedurally generated would be better for replayability

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Alberto309
Alberto309 - - 316 comments

Totally agree. I still prefer hand-made game levels because of the many much things a mapper can do with it. Also, it depends on the type of game you want to create obviously:
*cough* Minecraft with hand made levels *cough* (Whaaat?? :O) :P

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Darth_Weasel
Darth_Weasel - - 426 comments

technically we all hand make our own minecraft levels

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stoopdapoop
stoopdapoop - - 151 comments

we had a hand, but we had absolutely no control.

Creating a Minecraft world using a seed value is about as liberating carving a wooden statue with a wood chipper.

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Darth_Weasel
Darth_Weasel - - 426 comments

a perfect analogy. although if you factor in creative mode technically you could fashion your own map completely handmade.

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ManiaGuy
ManiaGuy - - 5 comments

That's not the issue. Even if it was the "winner", the survey would still say that x amount of people want generated levels, even though that's not true.

Edit: For some reason, my comment is a reply to Jasper, it was intended to be a reply to Lucifer.

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aNewHope
aNewHope - - 258 comments

It happens...

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teslaband
teslaband - - 48 comments

You and the other 29% bro

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Spe¢ter
Spe¢ter - - 1,482 comments

I VOTED FOR PROCEDURALLY GENERATED

Well, I WANTED to vote for it.

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FrikysKiller
FrikysKiller - - 310 comments

In most cases, hand-made, it has more personality.

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TheJP3372
TheJP3372 - - 791 comments

I think this really depends on the game. Hand crafted levels are generally more detailed and beautiful. Procedural generated levels are less varied on the art side but are great for dungeon crawlers due to randomisation. So it really depends. But due to my experiences with Stalker Misery, I am leaning more to the hand made side.

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Zombiestubble
Zombiestubble - - 356 comments

If someone made hand-made tiles that could form to each other when randomized on a world scale...

The best game world ever.

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DewmBot
DewmBot - - 518 comments

Some games make buildings then generate them around randomly in a game, so it can be kind of a mix between the two. Procedurally generated is the best for open world games cause it allows for a much larger playing field and almost endless amounts to explore (Though you might get bored after a while)

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MarkBlack
MarkBlack - - 1 comments

Yes, Skyrim did something like that, but even Skyrim started getting repetitive after a while of secondary missions

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DoubleQuarterPounder
DoubleQuarterPounder - - 18 comments

Warframe did something like that

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Forsete
Forsete - - 619 comments

Yeah, exactly my thoughts as well.

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Quagrunner
Quagrunner - - 78 comments

However, they can end up being predictable.

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BioDestroyer
BioDestroyer - - 2,858 comments

I like Hand-made levels for the same reason as FrikysKiller.

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ShotgunSurgeon
ShotgunSurgeon - - 339 comments

Given my choice of games (S.T.A.L.K.E.R.), hand made.

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drakonboy1
drakonboy1 - - 20 comments

You are my hero mate, stalker all the way

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ShotgunSurgeon
ShotgunSurgeon - - 339 comments

Thanks, and don't forget to shoot Duty in their fat ******* face. Smug bastards.

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ComradeWinston
ComradeWinston - - 1,822 comments

How can a generated level even be compared to what a game developer could make? Unless you send the level designing AI to some sort of art school the developer will almost always make a better level.

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R3B3LCAUSE
R3B3LCAUSE - - 23 comments

No one is talking about AI. procedural generation is used in games like Minecraft. It's algorithms that generate random terrain, not an AI

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ComradeWinston
ComradeWinston - - 1,822 comments

(buried)

I'm sure procedural generation is just magic then and has nothing to do with an artificial intelligence of some description.

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spencerdean94
spencerdean94 - - 16 comments

It has nothing to do with AI, it's made with heavy coding.

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ManiaGuy
ManiaGuy - - 5 comments

Actually, in its own way, it is AI. You're giving the computer a specific and carefully made algorithm to follow, which is pretty much its behavior. It's artificial(manmade) intelligence(application of skills/knowledge). AI =/= NPC.

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SIGILL
SIGILL - - 1,157 comments

It depends on the game really. I wouldn't want my roguelikes to be handmade because it would be the same game every run. With (randomly) procedural generation every run is different and full of surprises! However is a game is all about exploration it's usually better to have hand-made levels, because a good level designer can make a location tell it's story by just the level design. A level generator can't, obviously.

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FJS
FJS - - 839 comments

This exactly!

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Dragonlord
Dragonlord - - 1,934 comments

The only problem is that nowadays many artists over-artsy their levels believing it "tells a story" where in the end it's just an overcluttered place which is uninteresting and looks highly fabricated you can't relate to to begin with. Well made levels don't feel "fabricated" (aka hand made). There's though little levels falling into that category today unfortunately.

Otherwise as you said, it depends on the game. Best is a mix of the two to have the hand-made level but randomize certain stuff in it to contain some surprises. That said... if the game "is" actually worth it enough to play it a second time (another something many games nowadays fail at).

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Zombiestubble
Zombiestubble - - 356 comments

Tiles. The success lies in tiles. Tiles for everything, like clutter, NPCs, geological formations, everything.

Take for example SimCity (not the new one, God forbid). To build cities, you place blocks and tiles. However, you won't put a skyscraper in a rural area, so the game would automatically cancel that operation out. But in a farm can go a barn, a homestead, a garage, or pond. All of these are designed to have multiple "models" (maybe like 3 or something), and are hand-made. Thus, the artist gets to put creativity into tiles. By restricting the amount of tiles in a space, like a barn and a pond out of the original 4, 24 available options can be created. Thus, during a playthough, it could be one of 24 possible locations. Now if someone did this at a world level, a randomly generated world could work well with artistic intent.

For example, the world is 30 "cells" by 30 "cells". In each cell can go 4 tiles. So that's 120 tiles by 120 tiles, creating a total of 14400 tiles that are randomly generated. However, blocks of cells can make up a geological formation, like a mountain, where "mountain tiles" can be placed. Another would be a desert, a swamp, and so on. Each Cell would have quests relating to similar cells, or cells nearby. Seeds like the ones used in minecraft could create presets to play on, if you want to experience the same things as other people.

Scale the player however you want, but you have a fuckton of environment.

TL;DR: Basically make a game where tiles are handmade, and then randomly generated by the world.

Edit: Holy ****, that's a long post.

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SILENTrampancy
SILENTrampancy - - 33 comments

This method has my endorsement.

This is basically putting the effort into a handmade game, then using procedural generation to effectively stretch out that effort into more world space.

You don't get 'infinite', but you can do a lot more and not have to skimp on style, artful design or atmosphere, a few of the key things a game needs to really draw you in.

The art side of this comes in creating a rule set for what renders in each tile and however many subtiles there are. For instance, you can't have tree's popping up above the treeline or snow on a tropical beach, to name a few extreme instances.

Once you set up rules, you can set what assets fit into these rules and assign the chances of them spawning in a given tile. This can be done to get a base game world started for even static open world games, such as skyrim. Start a randomly generate world, then go through and basically impose artistic design on the results, kinda like how some artists do a random squiggle on the paper to spark an idea.

tl;dr, basically agree with you, wished to elaborate and add my own take on it.

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Alberto309
Alberto309 - - 316 comments

"Nosferatu: The Wrath of Malachi" can be a good example IMHO. Hand-made levels with randomized enemies, items, weapons and ammo spawns every time you load or replay the game:
"Oh, there's a werewolf behind that door on the left that killed me! Ok I'll load my last save and I try to kill him!" *Opens the door* *There's a ghost insted of a werewolf, and it's on the right instead of on the left* - "WTF??? D:".

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Sanguinius
Sanguinius - - 5,719 comments

I agree with Metalspy 100%.

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chrisc44890
chrisc44890 - - 154 comments

Proteus tells a pretty good story about someone who is abandoned on an island and is procedurally generated

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RighteousFighter
RighteousFighter - - 1,991 comments

As a scenario designer for Empire Earth, I love hand made scenarios.

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mrl515
mrl515 - - 888 comments

All I had to read was Empire Earth and +1 haha

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skullkan6
skullkan6 - - 334 comments

Depends on the game-type. I generally prefer hand-made, but if the genre is right in that unpredictability helps with the experience (dungeon crawlers, certain horror titles and the game Reciever) procedural generation can do wonders.

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DoctorSpanky
DoctorSpanky - - 1,733 comments

This...

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EddLion
EddLion - - 10 comments

Preach, brother.

Even though I prefer hand-made over procedurally generated.

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Lopper
Lopper - - 1,559 comments

Handmade is more carefully put together where with generated it can be full of bugs and not that well made so handmade is best :D

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Santicol
Santicol - - 4 comments

But procedurally generated games allow more replay value.

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MattyG
MattyG - - 135 comments

I would love to see more modern games use procedurally generated game worlds, as it theoretically allows infinite gameplay, provided it's good enough to stop the player from being bored to begin with.

Minecraft had the right idea but falls short on actual adventure and RPG mechanics, and I hope Cube World doesn't turn into vaporware.

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TheNodCommander
TheNodCommander - - 1,114 comments

I must actually say that I really enjoyed Minecraft, up to but not including the beta-patch 1.8 which implemented all the RPG elements. I prefered it to be very simple and let the players stand for all the creativity.

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MattyG
MattyG - - 135 comments

To me, pre-1.8 Beta felt like glorified Lego; not for everyone.

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EddLion
EddLion - - 10 comments

Hand-made games are the gates to a world of creativity and imagination. If game is hand-made, you know a lot of effort has been put to it.

For example, most of the modifications here on ModDB are hand-made, and mods are the things that make our favourite games look so amazing, it's like you had butterflies coming out of yo butt. This epicness is due the fact the are hand-made. Of course producively generated games are great too, but they won't beat hand-made games by long shot.

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EddLion
EddLion - - 10 comments

Ignore this, since I am a lazy *** bastard I didn't read the whole poll description, so I predicted we are talking about GAMES, not LEVELS OF GAMES.

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