One of the things I’ve always dreamed of in an MMO was playing in a truly enormous world. Â For example, if I were to play (or make) an MMO for a zombie apocalypse setting, I would want the world to be so large that even if I had millions of players, it could be as sparsely populated as you might expect a horror themed zombie game to be. Â Of course, players could choose to cluster, for safety and companionship, but the possibility to walk for miles and miles and find no one else needs to exist.
The problem is that taking the time to build that world would be too much. Â And that is why this has me very excited.
The CityEngine by the people over at Procedural just floors me. Â Lots of people will tell you that hand crafted games will always be better than a procedurally generated one, and in one aspect they are right. Â If your goal as a game maker is to tell a story, a narrative, like a Halo game, or Dead Rising, or any other traditional PC or console game, then yes, hand crafted content is the way to go. Â Your story demands it. Â But in an MMO or other Virtual World type game, where the players and their interactions are the real story, and your setting and lore are just a sandbox for them to play in, procedurally generated content done well is, in my opinion, the far better choice.
Thanks to Critical Distance for the link.