this post was submitted on 07 Sep 2023
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Hasn't this game been in development for like 5 years? And they built it on an existing engine that they have tons of experience with. You could have said "they were limited on how much they could randomize POIs because of the old engine" and I would have believed you because that sounds way more plausible than "it's hard to code, so AAA games can't do it". Like what?
The issue with procedural generation is the game has to be built for it from the ground up and in a modular way. AAAs try to make themselves appealing by using novel new high quality assets that aren't modular.
I haven't played starfield so idk what they ended up doing, but from the sound of it they have pre-made assets/areas that they then place onto pre-generated worlds in a randomized way.
To make one of these "areas" procedural in itself, they'd then have to code a whole system for that. With AAA/3D the hard part is making modular environments without it looking repetitive or ugly.
My point isn't so much that it can't be done in a AAA game. But rather that it's risky to do (not all players like it), and you have to structure your development around it. Lots can go wrong, there's stuff you gotta sacrifice to make it work, etc.
If starfield is on the old bethesda engine then that's even more of a reason. You can't just plug and play an entire procedural generation thing in there without some fairly large overhauls or just gluing on an unrelated system.
In practice, bethesda probably took the lazy route: using their existing engine without major changes, then just making new assets for it, throwing stuff about a bit randomly, and calling it a day.
That's the thing about procedural generation is: it's a lot of effort and sucks up a huge part of the game's development and comes at some pretty strict costs (repetitive looking environments/gameplay, reduced novelty, larger programming dev time to make it work). It can be done, but for a cost-cutting AAA studio they're not gonna bother.
They already have once though. Many of Morrowind's dungeons were procedurally generated in development then edited a bit after, that was the same engine. Same with Daggerfall altho that was a diff engine.
Very different game but Amnesia: the Bunker has plenty of procedural generation as well.
It's not at all impossible for one of the largest game development studios to have some procedurally generated, essentially dungeon content. Doing a bit more than the exact same place copied and pasted would be a huge undertaking yes, but if they wanted to they could have. There are plenty of 3D rogue-likes out now as well. Returnal is AAA and haa procedurally generated levels, far more complicated than neccesary for Bethesda to do in order to populate planets in their game about planet exploration.
I didn't say it's impossible. Just that it's harder, takes deliberate effort, etc. For AAA games they don't bother with that kind of thing because it's larger expense and larger risk.
Just to wheel things back onto the road.
I was never asking for fully procedurally generated dungeons.
I just said randomize chest locations and door locks. It cant be that hard for a company that has been using the same game engine for almost 22 years to implement a node system to roll a spawn chance for a chest, or a door to be locked or not (with a higher chance of node spawns behind locked doors).
Hell, they could have even gone the lazy way and just copy and pasted the PoI a few times and manually changed the cosmetics/appearances.
With space and prefab buildings, they have the ultimate excuse for why every dungeon is identical (at least until you get into the underground caves..), but not every one of them should have the same dead body inthe same location in the same shower, the same succulent on the same shelf. move the body to a different location! Have a chance for a cluster of books to spawn instead of the succulent! Its a prefabricated hab structure, but that doesnt mean they come with such strict instructions as "Only succulent A on this shelf"