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rcxdudetoday at 4:47 PM1 replyview on HN

The advice I've heard is 1) have as many different dimensions of variation as you can manage, and try to have them matter, 2) resist the urge to impart correlations into the generation, since this just reduces variety, and 3) allow your parameters to become extreme occasionally, so that some parts of your generation are notably different, and special because they're rare.

1) is the really hard part, I think: it's a challenge to come up with enough meaningful variations that also work from a gameplay point of view.


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feorentoday at 5:16 PM

> 2) resist the urge to impart correlations into the generation

I think the opposite. The more dimensions you have, the more "invalid space" there should be. Otherwise you end up with giant dinosaurs with tiny feet and fairy wings. You end up with a yellow kitchen with a barrel full of arrows next to a blue dungeon with a giant dresser. You end up with nothing making sense, and everything feeling random in the same way. Trying to spot the differences between 100100111101011110110001001011101 and 1101101110111010000100111001011101 is exactly the "bowl of oatmeal" problem. The vast majority of possible combinations of values should be invalid and impossible, otherwise the choices actually don't matter.

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