Games That Rely on Algorithmically-Generated
Content
9.
Starflight
Fractal-like
world generation.
Developed by Binary Systems
Reason for inclusion:
Starflight fit on two
floppy disks, yet still managed to contain thousands of star systems,
most with several planets each with their own distinctive map and minerals
to harvest. It was all done by making canny uses of hashes and
fractal map generation schemes. Another game that uses techniques
similar to this is Elite, for its map.
The game:
Starflight provides
many lessons for developers concerning not just generating huge game
worlds, but in making those worlds interesting. It uses what I call
the "mining" approach to algorithmic content, which is used
by roguelikes too: the idea that the randomized areas the player explores
are exploited for random wealth, and can be depleted, forcing the player
to expand his horizons in order to obtain more.
Here, each individual world
tends to be interesting mostly for the minerals it contains. The
basic advancement mechanic is to find planets, land on their surface
with a scout ship, scan to find stuff to mine, then travel back to base
to sell it for better equipment. Some planets have adverse weather
effects, some have dangerous wildlife (which can be collected, stored
and sold) and some have dangerous conditions on the surface, but there
are enough planets with normal atmospheres and no life that players
typically don't have to bother with messing around with those if they
don't want to.
Advancement loops exist in
many different kinds of games, and often don't have a lot of thought
put into them. For example, the classic advancement loop used in arcade
games is that the player gets better solely through practice. He has
no game-sponsored additional powers on level 50 than he had on level
1. Another common loop, which originated in RPGs but has since spread
far beyond them, players get better through gaining experience points
from defeating monsters and collecting gold from them in order to buy
better equipment.
Starflight's loop is
financial, for obtaining money is the means of bettering the player's
ship. And money is gained primarily through exploring all those thousands
of algorithmically-generated planets.
Design lesson:
Randomized games (or games
that use obscure algorithms to generate their content) frequently use
a mining metaphor for their advancement loops. The world is generated
automatically by the computer, without much rhyme or reason given to
placement of dangers or rewards, and to improve his state the player
goes into it to take advantage of what he can. As rewards in the safer
areas are depleted, he's forced to travel to more dangerous areas to
continue to advance.
Of course, even static exploration
games with pre-made areas are like this. The difference is that algorithmically
generated game can have much more area, and thus exploration can be
a greater portion of the difficulty barrier towards earning a reward
than combat or puzzle-solving. Other games that use this general play
style, not coincidentally made by some of the same guys, are Starflight
II and Star Control II. Star Control II is particularly
interesting, for it has a strict time limit that means the player must
explore efficiently, and it provides clever clues as to which planets
have better resources.
Links:
There is a fan-made sequel
that's been in the works for some time, Starflight III: Mysteries
of the Universe, that has the support of the game's creators.
Star Control II has
a fan-made recreation, titled The Ur-Quan Masters.
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