Poll started by feillyne with 825 votes and 21 comments. Browse the poll archive.
Procedurally generated (343 votes)
Hand-made (482 votes)
gotta agree, more thought's put into it :D
I will always be for Hand-made - a well done hand made level is very comforting to be in and if can tell its own story.
It really all depends on the game. If it is very story based and the environments need to be the same for everyone then Hand-made is good, as it also will save the beautiful.
However if you made a horror game sometimes procedurally generated levels will be great because that way it will be different for each player making sure everyone gets scared. I made a procedurally generated horror game and it worked so well making it really hard for each player. Daylight is also another good example on the Unreal Engine 4.
What if you mixed Procedurally generated worlds with designed worlds? This is what we aim to do in KonCraft. Check it: Indiedb.com
It depends on the game, really. Plattformers, for an example, are waaaay better if they are designed. Rougelikes, on the other hand, really needs procedurally generated levels if they are to be any interesting in the long run.
Procedurally generated all the way. It allows for WAY more replay value.
It depends on game genre. As I've noticed hand made design looks more beatiful, but procedurally generated games are more addictive (because of replayability).
I definitely think hand-made levels are still the way to go simply because the tools of procedural generation are just too early and not advanced enough. Procedurally generated levels right now are just lacking character, while hand-made levels are more capable than ever to have their own story and feel.
Why not mix it up a little and have randomly sequenced hand-made levels? :P
Depends on the game. If it's an open-world game then potentially having a randomly generated world could make every users experience different and unique while also encouraging them to play again and again, but I believe for games that need a more detailed environment with things in the world that need to have meaning to the player I do believe they should be designed by hand.
I don't think there will ever be a time when procedural levels will replace creating them by hand, instead generating levels procedurally becomes more of a tool that would be used depending on the game that's being created...
Although I love hand made levels, I also think some games are just as good, if not better procedurally generated. Basically I agree with hogsy's opinion on the matter. :)
Well I tried to create a procedurally generated terrain for one of the games I am working on. Hardware and software limitations are one of the reasons the project is somewhat stalled.
You can see some of the results here:
Development will continue if Mini Tank Battles can be completed.
I think both have their merits. Well done hand made levels can give a much more controlled experience.
I am experimenting with procedural content, as can be seen here.
(I am planning on releasing a playable version very soon!
Starbound will have nicely done Procedurally generated worlds, can't wait to explore them, that's why I woted for "Procedurally generated".
Path of exile is a perfect example for a story based game with very good Procedurally generated levels. normally i would say hand-made if i never played PoE.
Hand Made = Hand Shake
It's still better this days
Well, for some games the one is better, sometimes the other, do you all agree?
This has given me a degree of understanding to apply to my games, Thank you.
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