The Illusion of Infinite Games: Why Procedural Generation Needs a Human Touch
Alright, let’s talk about something that’s been bugging me, and maybe it’s been bugging you too: the “infinite” game. You know, the one that boasts endless content thanks to procedural generation. But is it really content, or just an endless stream of the samey-same?
The Illusion of Infinity
I remember the first time I heard about procedural generation. It sounded like magic! A game that could create an infinite number of levels, quests, and items? Sign me up! I thought it was the future of gaming.
But then I played a few of these games.
They all started out promising. The first few hours were exciting, exploring new worlds and discovering unique items. But soon, the cracks began to show.
The landscapes started to look familiar. The quests felt repetitive. The items were just slightly different versions of the same thing. The magic was gone, replaced by a feeling of… emptiness.
It felt like I was wandering through a beautifully rendered, yet ultimately soulless, digital wasteland. I realised that infinite quantity doesn’t equal infinite quality. We’ve been sold a lie.
This isn’t to say that procedural generation is inherently bad. Far from it! It’s a powerful tool. But it’s a tool that’s often misused, leading to games that prioritize quantity over quality. This is where the problem lies.
The Problem with “Infinite” Content
The core issue stems from this relentless pursuit of “more.” More content, more hours of gameplay, more “value” for the consumer. But what is value when the experience becomes diluted, repetitive, and ultimately, unfulfilling?
Think of it like a buffet. Sure, there’s a huge selection of food. But is any of it particularly good? Is it prepared with care and attention? Or is it just mass-produced, bland, and forgettable?
Procedurally generated games often feel like that buffet. Lots of options, but little substance. This is because the algorithm, no matter how sophisticated, can’t replicate the human touch.
Human designers understand nuance. They understand pacing. They understand what makes a game truly engaging and memorable. Algorithms can create variations, but they often lack the creative spark needed to craft truly meaningful experiences.
Here’s a specific example: Let’s say you’re playing a procedurally generated RPG. You accept a quest to kill ten rats. The game generates a cave filled with rats. You kill them, return to the quest giver, and receive your reward.
Now, imagine a similar quest in a hand-crafted game. The quest giver tells you the rats are stealing precious medicine. The cave is designed with traps and hidden passages. You find a note from a rat leader detailing their plans. You choose whether to kill the rats or negotiate a truce.
Which quest is more engaging? Which one is more memorable? The hand-crafted quest, every single time. The key is the human element in design.
The Human Touch: A Case for Curated Experiences
So, what’s the solution? Do we abandon procedural generation altogether? Absolutely not! We need to shift our perspective. We need to use procedural generation as a tool to enhance human creativity, not replace it.
Imagine a world where procedural generation is used to create the framework of a game world, but human designers fill in the details. They craft the story, design the characters, and create the memorable moments.
This is what I call a “curated experience.” It’s a blend of algorithmic power and human artistry. Let me share a personal example of how I’ve applied this.
I was working on a small indie game, a space exploration RPG. Initially, I tried to generate entire planets procedurally. The results were… disappointing. They looked bland and repetitive.
I scrapped that approach. Instead, I used procedural generation to create the initial layout of each planet: the continents, the mountains, the rivers. But then, I hand-crafted the points of interest: the cities, the dungeons, the hidden ruins.
The difference was night and day. The planets felt alive. They felt unique. They felt like places worth exploring. The procedural framework allowed me to create a vast universe, but the human touch ensured that each location had its own identity.
Level Design Examples
Let’s dive deeper into how this works in practice with level design.
Procedural Generation Alone: Imagine an algorithm that generates a dungeon by randomly connecting rooms and corridors. The result might be a functional dungeon, but it’s unlikely to be a fun dungeon. You might end up with long, empty corridors or rooms that are too big or too small.
Human Design Alone: A human designer can create a meticulously crafted dungeon with challenging puzzles, hidden secrets, and strategically placed enemies. But this takes time and effort. And if you want to create a large game world, it might be impossible to hand-craft every single dungeon.
The Curated Approach: Use procedural generation to create the basic layout of the dungeon: the number of rooms, the connections between them, the overall size. Then, a human designer can come in and refine the layout, adding puzzles, secrets, and enemy encounters.
This curated approach allows you to create dungeons that are both vast and engaging. The algorithm handles the tedious work of creating the basic structure, while the human designer adds the creative touches that make the dungeon truly memorable.
I think about the game Diablo 2. The world was not fully procedurally generated but some aspects of the level generation were. The result was a game that felt very replayable, but had unique hand-crafted quests.
Challenges and Pitfalls: Balancing Algorithm and Art
Of course, this curated approach isn’t without its challenges. One of the biggest pitfalls is finding the right balance between algorithmic power and human artistry. How much should you rely on the algorithm? How much should you hand-craft?
There’s no easy answer. It depends on the specific game, the budget, and the skill of the development team. But here are a few guidelines that I’ve found helpful:
- Start with the story: Before you start generating anything, define the story you want to tell. This will help you determine what elements of the game world need to be hand-crafted and what can be procedurally generated.
- Focus on the player experience: Always keep the player experience in mind. Ask yourself: “Is this going to be fun? Is this going to be engaging? Is this going to be memorable?” If the answer is no, then you need to rethink your approach.
- Iterate, iterate, iterate: Don’t be afraid to experiment. Try different approaches and see what works best. Get feedback from players and use that feedback to refine your process.
Another challenge is ensuring consistency. When you’re blending algorithmic content with hand-crafted content, it’s important to make sure that the two blend seamlessly. This requires careful planning and attention to detail.
I see developers struggle when the different aspects of the game look like they belong in entirely different games. The art style is different. The mechanics are different. It results in a clash that ultimately detracts from the experience.
Real-World Applications: Beyond Endless Worlds
The curated approach isn’t just applicable to open-world games. It can be used in a wide variety of genres, including:
- Roguelikes: Use procedural generation to create the basic layout of each level, then hand-craft the enemy encounters and item placements.
- Strategy Games: Use procedural generation to create the map, then hand-craft the starting locations and resource distribution.
- Puzzle Games: Use procedural generation to create the basic structure of the puzzles, then hand-craft the solutions.
The key is to think creatively about how you can use procedural generation to augment your design, not replace it.
A specific example of a great roguelike that does this right is Hades. While the levels are procedurally generated, the enemy placements and room types are finely curated to ensure maximum player engagement. The combat and story are engaging enough that it doesn’t matter that you are moving through similar zones each run.
The game feels fresh every single time.
Actionable Insights: Your Guide to Curated Content
Here are some actionable insights you can use to start implementing the curated approach in your own projects:
- Identify the core pillars of your game: What are the most important aspects of the player experience? These are the elements that should be hand-crafted.
- Use procedural generation to fill in the gaps: Identify the areas where procedural generation can save you time and effort without sacrificing quality.
- Create a style guide: Ensure that all content, both algorithmic and hand-crafted, adheres to a consistent style.
- Test and iterate: Get feedback from players and use that feedback to refine your process.
I can’t emphasize enough how important it is to test and iterate. No matter how clever your algorithms are, you can’t predict how players will react to your game. So, get your game into the hands of players as early as possible and listen to their feedback.
The Future of Game Development: Quality over Quantity
The future of game development isn’t about creating endless content. It’s about creating meaningful experiences. It’s about prioritizing quality over quantity.
Procedural generation can be a powerful tool in achieving this goal. But it’s important to use it wisely. We need to move beyond the illusion of infinity and embrace the power of the human touch.
I think the gaming community is beginning to realise that more content doesn’t necessarily equate to a better experience. We’re craving games that are thoughtfully designed, that tell compelling stories, and that offer meaningful choices.
This shift in perspective is exciting. It means that developers are starting to focus on creating games that are not just big, but also good. And that’s something we can all get behind.
So, the next time you’re working on a game, ask yourself: “Am I creating an endless stream of content, or am I crafting a meaningful experience?” The answer to that question will determine the future of your game.