Quote:
Kristoffer O said:
I'm inclined to avoid random pick-this-and-that items. They are in my opinion rather (insert stronger wording if you wish - I don't mind) boring.
It is not that difficult to come up with hundreds of items without having to resort to genericisms (is that a word?). Better to add one hundred new items and randomly disable 80% of them each game if you want replayability.
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I actually find games with only fixed items more limited. For example using my example formula above will allow the game to provide over 20,000 items or more and can be accomplished more easily than creating 400 fixed items. I believe having both the randomly generated items and the fixed items provides the best of both worlds.
Personally I enjoy games where each time I play I know characteristics of the game will be unique. Unique new quests, unique new maps, unique new AI behaviors, unique new items, optional victory settings, unique new places/buildings, unique new monsters, etc; .
When you take those features above and set them as fixed quests, fixed map(s), fixed AI behaviors, fixed places/buildings then the games replay value decreases the same as providing each gamer with unique experiences.