Is randomization the future of video games?

kimono

Well-known member
I have always wondered if randomization could not bring great replayability to a title and constitute it in the following way:
1) Finish the main story of the game
2) Once completed, offer to change the locations of items, enemies, skills, places and be able to change characters.
Here is a list of randomizers present:

Other interesting avenues would be to be able to offer an editor to players (a bit like the SOR Editor does to create new levels) which would allow them to share a new story with others.
What do you think?
 
I think randomisation should just be an extra option, some of my favourite games are fun because you know everything about it, for me replaying a game is a chance to get good at it even if it's random or not.

A game like Tetris would be super boring if it didn't have a random element to it and likewise a game like grand turismo or Moto GP would get boring if the tracks were solely random like Tetris.

So yeah as an option randomisation would be good.
 
My opinion on randomization in video games is kinda split. As a player, I've experienced both good and bad level/stage randomization. As a gamedev, I know which randomization is easy or hard to create and also which one gives big or small impact on gameplay.
I know how to create good and fair randomized 2D level. However I'm still learning to expand it further cause I'm still playing it safe when coding the system.
 
I've always liked adding random stuff to my games, no matter what engine it's on. It all depends on how it's done.

Some examples that come to mind:
- Random helpers in Avengers
- Decoration that appears in random colors
- Enemy that randomly changes palette when it falls (and, therefore, changes its powers)
- Debris that flies in random directions

Originally I had a random mode, which was a copy of Arcade mode but with random bosses. I had to disable it because of some bugs, but I plan to bring it back in the future.
 
for me its lazy dev
You can pretty much have spawner entity with random everything in it and just spawn as character travel through the level and the game is done, each level would have different enemies and objects.
You can do whole game like this.
I use it sometimes as a deviation.
I guess if random spawning system is thought through and not as random, it is ok.
 
I like randomness when it's not really connected to mechanics. Like randomized appearances or palettes. All my unfinished personal projects have that to some degree. Random phrases, colors, and so on.

I think randomizing is also a great tool if used right and sparingly to keep certain aspects from being one shot. Puzzles for instance. Randomizing the timing of puzzle platform elements, numeric sequences, mazes, or location of secret items can keep things fresh and also validate use of mechanics or characters with exploration/detection abilities.

Pretty much like most things - Context is king.

DC
 
There's a game where I abused the randomness a bit, almost everything during the level is random.
In fact it's very simple, you start from level 1 and each new one adds +1 enemy until you reach the level 100, but you will never know what enemies will come and how the level design will be.


I'm also using some randomness in the SORX for common enemies, like random palettes, names and other minor things like health and score. Also there's an optional random item drop, plus random enemy spawn in the survival mode too.
 
I have always wondered if randomization could not bring great replayability to a title and constitute it in the following way:
1) Finish the main story of the game
2) Once completed, offer to change the locations of items, enemies, skills, places and be able to change characters.
Here is a list of randomizers present:

Other interesting avenues would be to be able to offer an editor to players (a bit like the SOR Editor does to create new levels) which would allow them to share a new story with others.
What do you think?
Randomization should not be the future of videogames, it should have been the standard after games like Perfect Dark launched in the 2000's - heck, the feature was probably on Goldeneye to a lesser degree.

on PD's case it made the game re-playable as hell, and made its enemy characters seem alive-ish.

@bWWd
i dont think its lazy, if you go for a "secret recipe" of randomnes where each enemy has at least 11 "herbs" and "spices" at least -

in PD's case we could call the Heads (OBor enemy palettes most commonly) the Herbs and spices where their plethora of possible reactions to a variety of things.
 
I love the idea of randomization for replayability. It could really extend the life of a game by giving each playthrough a fresh twist. Changing up items, enemies, and characters sounds like a lot of fun, and an editor for creating and sharing new stories would be amazing for the community. I recently used skin.land to grab some CS2 skins, and the whole process was smooth and fun. It felt like a mini-game on its own, and sharing skins with friends has been a blast.
 
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When it come to it being the future of gaming.
I see it's appeal and @DCurrent said it best, "context is king".

I'm against it though, I prefer a well craft linear experience with a hint of randomness here and there. Even then the dev needs to control what gets randomised. This can be enemy types, items etc like you mentioned.

I really like Dead cells and Wayward souls but Shoval knight treasure trove really drive home the experience for me.

I always thought about the idea of character specific levels.
I never liked playing DMC 3 SE with Virgil running through Dante's levels.
Instead of just a cutscene, give the guy his own levels. That DMC game that almost everyone hated at the time atleast got that right with the Virgil's downfall DLC.

With my Openbor project I intend to have a roster where each character have their own set of stages up to a certain point where only a select characters can be picked for the route in a event a second player join. There will be a arcade mode where you can run through all the stages and pick anyone with no story content just fight.

FFp has random picks, I appreciate that.

One thing that like about Avengers United Battle force is when you pick Namor in that water level, The guy be soaring through the water while other are stuck in their little aircrafts.
Top it off you sent to the character select after beating a level. Replayability at it's finest with roster that big.

Randomization makes for a great tool, I just won't dedicate the entire experience to it.
 
I’ve always loved randomness in games when it’s balanced well—like how spider solitaire gives you a fresh challenge every time but still stays fair. In beat ‘em ups, that kind of random enemy or item placement works great as long as it doesn’t mess up pacing or difficulty. I think the key is using randomness to add replay value without making stuff feel unfair or broken.
 
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