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[-] kromem@lemmy.world 9 points 11 months ago

It's not the procedural generation that's the problem.

It's that they are building on top of a shit engine and so they only procedurally generated the landscapes and don't procedurally generate the actual content.

So you will go to 25 different generated planets and then do the exact same output 25 different times. The exact same outpost. With the same crap in each room. The same exact layout.

The most extreme example of this ridiculousness is the temples with the exact same minigame hundreds of times on hundreds of plants in different playthroughs.

It's not that it has procedural generation.

It's that it doesn't have enough of it to execute on the concept of a full and varied universe.

[-] sugar_in_your_tea@sh.itjust.works 6 points 11 months ago

They need to pick a direction, and they didn't. Either commit to procedural generation and make it good, or don't bother and make a really good Skyrim-type experience.

I don't think Starfield devs knew which they wanted so they kinda did both... poorly.

[-] 50gp@kbin.social 1 points 11 months ago

time for mods to go all in on handmade design then and delete the proc gen

[-] sugar_in_your_tea@sh.itjust.works 6 points 11 months ago

Or just... don't? Mods shouldn't be fixing a bad game, they should be adding value to a good game. Mod devs should spend their time on better games.

this post was submitted on 25 Dec 2023
563 points (94.6% liked)

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