My generation: How Indie Game Makers are Embracing Controlled Chaos
One of the highlights of this year's Austin GDC was a session by game design veteran Greg Costikyan on the 'blight or bane' of randomness in games -- a wide-ranging talk that covered the history and delicate balance of luck or chance in games, and their interplay with the idea of skill.
Of particular note were his final slides on algorithmic content: randomly or procedurally generated games, starting, of course, with the genre-defining early computer RPG Rogue, a game highly dependent on luck but also one of near infinite variety with each successive playthrough.
The idea is one that's been prevalent throughout videogame history, but it's also one that's most recently and notably being embraced by indies for its exploit-ability in adding 'cheap' (once your algorithms have been perfected) content and replayability on a tight budget and tiny team.
Derek Yu's Spelunky (at top) is easily the best example, and where all discussion of the indie embrace of procedural generation needs to start. Taking the Rogue formula and applying it to the 8-bit platformer genre, Spelunky's enduring power and charm (having been finessed for nearly a year, and only just now hitting its 1.0 release) is its ability to create "situations" rather than rote level layouts. Though your only goal is 'simpy' to reach an exit at the bottom of each generated cave, without the benefit of memorization (think of how easily, 25 years later, you can now anticipate each impending Goomba and pitfall in World 1-1 of Super Mario Bros.) every new twist in Spelunky is a fresh test of more overarching skills: arrow-traps lining the walls of your next drop, a giant spider hovering near a precious gem, a distressed damsel crying for help at the bottom of a snake pit.
None of these situations are ever presented the same way or in the same sequence twice, nor are their solutions any less unique, and each failure presents a learning opportunity that feels as rewarding as each victory (particularly in how it avoids the Groundhog Day frustrations of butting up against identical deaths). Play Yu's free PC release of the game and you'll understand instantly, and prep yourself for the 2010 release of the Xbox Live Arcade version.
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