Randomness

First of all apologies for the long break since the last blog update. Unfortunately the realities of game development, or really the crunch mode where we have been for the past months, has meant that we had to sacrifice updating the blog in order to concentrate fully on development. Now as we are gearing towards beta and finally the launch, we’d like to get to blogging more often… Well, let’s see how that goes!

Ok, that thing sorted out, let’s talk about today’s subject, which is randomness as a game design concept and how it affects Druidstone. Randomness can be found in many places and in many forms in a game. For example, are levels fixed or randomly generated (tried that, didn’t work for us)? Are combat values such as hit chance, damage, damage reduction and so on random numbers or fixed? Are enemies in levels randomized? What about loot drops and items? Is enemy AI based on random behavior or do they follow strict deterministic rules? Each of these questions can be answered independently, so you end up with a design space with a large number of different combinations, each with their own feel and effect on gameplay.

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About proceduralism

To our surprise, there has been some heated discussion about Druidstone being procedural. We didn’t really expect that but in hindsight it’s easy to see that we should have communicated more clearly what it means when we say Druidstone has procedurally generated content. Otherwise it’s way too easy to get the wrong idea.

So let’s talk about proceduralism in Druidstone. Procedural games can be roughly split in the following categories:

1. Fully procedural games like Minecraft, Dwarf Fortress and No Man’s Sky, which generate the whole world procedurally. Most of them have sandbox type of gameplay.

2. Procedural games with some predefined content. For example, most roguelikes have special rooms that are handmade (often called “vaults” in roguelike jargon).

3. Games with handmade, predefined content in randomized order. E.g. FTL has designed encounters but their order is randomized and Binding of Isaac has handmade rooms whose order is also randomized.

So, which category does Druidstone fall into? Druidstone has a story that unfolds as your progress in the game, so option 1 would not work. Telling a predefined story in a fully procedural generated world would be almost impossible. Technically options 2 and 3 would both work but in the end we picked option 3 because it just fits better into the game design and is just so much easier to accomplish.
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