Nigga, you're asking for ur mum jokes.
I'm kinda mad so many games are going the "randomly generated" route for what they're doing
Desync?
Randomly generated content usually is shit because they don't develop the system to be robust enough, nor does it have any coherency.
Also, stop posting 3D sluts. All white women, and most other women, are attention whores with blown out vaginas that hate men and the concept of eternal monogamy once known as marriage. Useless, entitled bags of flesh.
Diablo could have been massively better in terms of bosses.
Your thread is shit if you have to use that to get people to post in it.
that's even better
Indie-games are fucking crap. Nothing better than the shitty flash-games you could play for free on various internet-sites 10 years ago.
Where the hell do you think you are, friend?
Anyway you aren't wrong. Randomized content is cool in theory, but lacks any nuance or difficulty curve. You're literally feeding variables into an algorithm and telling the computer to design the game for you without the algorithm being smart enough to know what "fun" is, or if the pacing is right, etc
It could always be used as a baseline skeleton for creating new content, sure - an actual game with proper design sense built on the random generating scale of Nu Male's Sky could have been goddamn awesome in the right hands. The problem is it should have never actually replaced something as fundamental to vidya as level design and difficulty scaling.
Random generation tends to be crap because all the functional blocks that get scattered through the random worlds, the specific buildings, the rooms with useful stuff, etc. don't really change. So you wander these technically unique but ultimately bland and meaningless worlds looking for the places in which you'll find what you need.
it's less "infinite worlds of possibilities" and more "where are my fucking keys?"
Diablo style random weapon generation is cancer too. I know some of y'all like it. I don't. Get fucked.
I don't think it would be very easy to improve Minecraft's terrain generation unless you first made the world a finite size. The reason why DF can have that complexity is because it's written based on the rules of an actual continent, not an infinity of fractal landmasses and water. The problem with MC is that the general idea of the homogenity of the terrain takes precedent. Despite that it's more realistic that someone might have to travel a thousand miles to find the nearest desert, actual MC players wouldn't want to do that; they prefer that every major biome is within a couple thousand blocks, at MOST. Despite that it's more realistic that an "ocean" would be five thousand miles across, players wouldn't bother crossing them if they were more than a couple hundred blocks, at most. So the code that generates the terrain has to be extremely simple, and due to needing everything close, it also makes things very repetitive and illogical (hot deserts right next to snow with nothing in between).
The real issue is that there is no reason to actually GO anywhere in MC unless you're on an autistic quest to collect every single kind of block in the game. Like you REALLY THINK that build of yours would be massively improved by adding podzol, and so have to go traipsing across the world for literally hours to locate a Mega Taiga biome, because that's fun? I don't know; I just use creative mode because I don't like timewasters as a gatekeeper to my enjoyment.
In any case, I feel as if "random" in a lot of games is just to try to replicate normalfag endorphin highs via a sort of "gambling". Like in Fallout4, you can get unique weapons off of any "special" enemy, even if that doesn't make any sense. You could kill a fucking naked wild dog and find out it's somehow carrying a legendary shotgun. Well, fuck… no wonder he was so upset — had a shotgun crammed up his ass all this time!