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checkmate, big geology!!
(mander.xyz)
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It is obvious, and you still aren’t seeing it. You keep misidentifying the main thing I point out as the beginning of the creative process and a catalyst to seeding inspiration for level and world design as an arbitrary complicated ask that has nothing to do with the experience of level designers engaging in the creative process nor how organic and engaging a landscape feels in the end product.
It’s like, an axiom to this conversation is that the knowledge I have of geology must mean MORE work for game designers and that gives you a right to portray me as having a snarky, unappreciative attitude towards the incredible amount of work that goes into video game development.
It honestly portrays that lack of interest in geology well, you almost seem annoyed that I would suggest geology contains anything that might be of use to video game development because it involves learning about something other than computers and computers are already hard enough.
I didn’t make the computers too hard to fit anything else in your brain, I also constantly give mad props to my favorite video game designers especially indie ones and ESPECIALLY open source projects with loving communities or developers who have maintained wonderful games for years and years.
…but yes… this whole landscape thing? It is obvious as fuck to a geologist, I’m sorry but it is. Treating open world design like it is this thing you have to build entirely by hand or with awkward algorithms that attempt to procedurally generate some unsettling landscape that has to be fixed by hand JUST as much one like this
Procedural generation has to be hemmed in by guard rails, Minecraft doesn’t just generate ores willy bully with no thought or check for game balance? No procedurally generated game worth its salt does and there are innumerable successful examples of those. Why would it be any different for building worlds with geologically inspired tools in a fashion I describe?
I don’t understand why you see a difference there.
These processes also don’t have to be extremely advanced geophysical simulations, you can abstract shit into elegant systems that reflect deep complexity, it is called good game design.
I really don't understand what i said that ticked you off this much. I've started this whole discussion by agreeing with you to begin with, geology IS important, and it SHOULD be more prominent in game development. All i wanted to do was give you my input on why it isn't more prevalent, and how things are done currently. In any case, here we go again:
On the contraire, i like geology, i like your idea,and i agree with you. But when making a game you have 1000 of ideas that are just as good that you need to implement in a short amount of time, with a limited amount of money. Reinventing world generation, as interesting as it is, is simply not usually a priority. I do agree it could improve the game, but i don't think it's fair to act this appalled that it doesn't exist yet the way you imagine.
In your other comment you asked for a tool that lets you model landscapes by hand, and automatically calculates how that affects tectonic plates. l'm not sure what you think i'm misinterpreting here, this is a complex program that would take several months to make. So either you're asking a big company to make this, in which case, my comment of "most people wouldn't notice/care" applies, as they'd only do that if there's immediate profits, or you're asking open source/independent devs, in which case, don't.
Okay, so do you think minecraft's world generation is realistic? Because my point was that game balancing often interferes with realism.