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Droidlife

The majesty of random!

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Ok I've had a few drinks and I'm all gased up and enthusiastic so I need to throw this brilliant insight out here.

Dear game developers, make use of a lot of random! Random is fun, unpredictable and can potentially make a game world really come alive.

You find a crossbow, it's in shit condition, or is it? It might be in mint condition, or maybe it lacks a vital part like a string? It might be of a particular model with a snazzy sight on it, or of a particular manufacturer, or some home made medieval style weapon? All these possible outcomes are drawn from a pool of possibilities by the ever illusive and ever mysterious hand of random. A pool of brainstormed crossbows.

So, you creep up on a settlement that you know well. You've been there numerous times an know the layout and the main spots for loot, like the hospital, the auto shop, the grocery store, but lo, the mighty hand of random dips down from the sky and places RANDOM buildings at key locations each time a server restarts (or whatever. Not sure how it works). So you have a town that is mostly intact from session to session, but you can never know what type of building has spawned, because It's random! There is a system in place in the code through which the hand of random will time and time again dip down into the pool of posibilities and pull out SURPRISES. Keeps you on your toes.

When zombies agro the hand of random is the puppeteer. They MIGHT very well go straight for you. They might flail around in agitation but pretty much stay in place. They might attack another zombie. They might run around and fall over. They might trigger a chain reaction which in turn triggers all kinds of glorious randomness! What a sight to behold!

Food items might be infected. They might be half full, empty, gone bad, low quality, not to mention all the types and brands for food and drug items in the VAST pool of possible outcomes. This is the domain of the most hallowed of gaming deities. The hand of random. (only competion; The hand of Vecna).

Now get crackin!

I want to see a bucket line with Rocket and the rest working day and night to fill the pool of random with content! The hand of random commands that it be so, and it shall! (I hope :D )

To clarify: Code(with random) --> A ton of stuff and a ton of zombie behavior (and other things) ---> Surprises ---> Player retention ---> Money thrown at Rocket and the boys ---> Jacuzzi containing sexy chicks

Edited by Droidlife
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To clarify: Code(with random) --> A ton of stuff and a ton of zombie behavior (and other things) ---> Surprises ---> Player retention ---> Money thrown at Rocket and the boys ---> Jacuzzi containing sexy chicks

Ok.... Edited by burritoman259

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So what are you drinking - i've just cracked my first beer myself?

As for your ideas - some randomness would be nice and i think the loot spawning in SA may be heading this way. Not too sure about random buildings though - could be odd to be in a building then suddenly you aren't when you login next and vice versa (a building landing on you is sure to break your legs eh?)

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So what are you drinking - i've just cracked my first beer myself?

As for your ideas - some randomness would be nice and i think the loot spawning in SA may be heading this way. Not too sure about random buildings though - could be odd to be in a building then suddenly you aren't when you login next and vice versa (a building landing on you is sure to break your legs eh?)

Having a couple of Swedish brand brewskies; Pripps Blå. (Pripps Blue)

The random building idea might be a bit far out but I was thinking that cities and towns could have key locations where there is like a spot, an area in place where various buildings could fit in. I was thinking this would mix up the whole map (but keep the basic structure of it intact. I'm not talking about whole towns.) and have players uncertain every time the server restarts or whatever, or along some other timer. This would pretty much void any type of "loot run" style of game play. You would never know where key structures are going to pop up during a play session. But nvm that idea, might be a bit to much perhaps, but it would surely help with the "sense of disorientation" that Dean so often talks about. It would make every session unique and fresh. Again and again you would be lost in a bleak, surreal hell-scape without a clue WHERE to go to find a box of matches.

The main thing I'm trying to get across here is that random elements are always good in games of this type. Attention to that aspect in all parts of development will result in a world that feels alive, constantly changing and unpredictable. Do you want the world to be predictable so you can go on your runs and gear up? Surely not? :)

I'm sure the developers of this game are aware of this but I'm starting this thread to stress it, and suggest that it be kept in mind in all aspects of development.

Maybe we could have a discussion around how this philosophy could apply to various aspects of DayZ? What can we randomize? What can we diversify and make uncertain?

Edited by Droidlife

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So what are you drinking - i've just cracked my first beer myself?

As for your ideas - some randomness would be nice and i think the loot spawning in SA may be heading this way. Not too sure about random buildings though - could be odd to be in a building then suddenly you aren't when you login next and vice versa (a building landing on you is sure to break your legs eh?)

http://hgtv.sndimg.com/HGTV/2009/08/17/gby1907_1c-witch-legs_s4x3_lg.jpg

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It's a flow chart!
It needs more cowbell.

More possible variety in spawning, condition and behaviour for vehicles, loot and Zeds would add a touch more of the unexpected.

I'm sure Rocket has a trick or two up his sleeve.

It's going to be really important to maintain a certain level of uncertainty, to prevent the loss of our sense of adventure.

TBH I can't imagine it'd be within scope to have buildings and scenery moving around, and Groover makes a valid point about the dangers of that.

But maybe more random encounters, the same rough idea as chopper crashes, would spice things up.

A random evacuation centre, or overturned delivery truck could provide some variety, and good looting opportunities.

And just when you think you've got it sussed, it turns out the truck was delivering a mahoosive horde of zombies.

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It needs more cowbell.

I'm totally old enough to get that ;D

Yeah, I've given it some thought now and randomizing structures might disconnect players from the world rather than pull them into it. People wouldn't like Orgrimmar och Undercity to hop around. But apart from that I think that the devs for SA should try to mix things up as much as possible.

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Maybe random structures on server restart?

If you're respawning anyway...

Whatever. I like this idea. Brings the unpredictability of real life.

I do like the random structures, though. It'll prevent people from saying "I'll go to the west for the best loot."

You're supposed to be washed ashore on a random island, right?

Why would you know directions to everything?

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I really like your idea :)

But as other people have already mentioned.. the building thing would bring so many problems.

Yet all the other stuff sounds great, although they would have to put an awful lot of work in this.

And right now they focus on more fundamental things.. but for the future? Hell yeah! You got my beans :)

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I really like your idea :)

But as other people have already mentioned.. the building thing would bring so many problems.

Yet all the other stuff sounds great, although they would have to put an awful lot of work in this.

And right now they focus on more fundamental things.. but for the future? Hell yeah! You got my beans :)

Yes, I agree. I saw Rocket on Youtube from some convention where he said that what they are doing now is putting together a solid foundation,and once that is in place (the SA), all depends on how successful they are, and what kind of money starts rolling in. If Dayz SA is a success, thats when things can really start to kick off. I suspect the project would move in the direction of a proper mmo.

But I also suspect that when Rocket and the rest of the devs started working on this and the end of 2012 drew nearer, they came up with a lot of ideas that made the project expand more then they had first planned, therefore the delay.

I hope one of the devs see this little thread from a zombie survival starved gamer and take my suggestion into considferation and brings it to the front so that it can affect all facets of SA and further development of this concept down the line.

The reason I felt I wanted to stress this is because I followed the development of SWTOR closely, and I was really hoping for a rich world full of life and surprises and unpredictability and "fluff" and "lore" and "fun things" left right and center.

They did not deliver........

Boys, always remember the RANDOM, the SURPRISES, the periodic CHANGE and MIXING UP of game elements. This makes the world come alive and players will throw lots of love and money your way. Look at Rockets latest call for assistance with the book idea. Exactly what I'm talking about. Fluff and unexpected turns and twists.

Edited by Droidlife

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The more I think about the random buildings idea the more I realize how retarded it is. What dayZ SA will be about is surviving and stock piling items for future use by the characters that follow in the footsteps of their dead predecessors. Having things like semi-permanent tents and camps and bases and stuff would not fit with the game world changing in the way that I suggest in the OP, in my drunken stupor!

Each new life is not a clean slate, it's a link in a chain and the world needs to remain consistent.

But there are many other ways to heed the law of the random! Many many ways indeed!.

Edited by Droidlife

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