Why The Best Level Design Is No Level Design
TWITTER: https://twitter.com/Htwogamedesign
Since I've started a series named "bad map showcase", where I talk about some terrible level design in a variety of games, I thought I'd stop to talk about the alternative to meticulously designing a level in a game.
Random generation and procedural generation.
Games like Minecraft, Terraria and Valheim all randomly generate their worlds from the ground up, only using a few rules for the generator to go off of on where to place what.
Games like Risk of Rain 2, The Binding of Isaac and Hades all use procedural generation. Where thousands of rooms or stages are pre-designed by the developer before being put into the game in a randomized order.
There are strengths and weaknesses to this kind of design, so lets talk about them shall we?
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