> On the other hand some games the game play itself is enough that randomly generated worlds are good enough? Rogue, Minecraft, Valheim, are a few that I've played.
The issue is not that it's randomly generated, but that to get really interesting you need more advanced rule sets. Minecraft, for example, has a lot of rules to alter the distribution of blocks in different ways. First of all biomes. Then lots of rules that alter the probability of different things based on biome, or based on proximity to something else. Then multiple levels of generation. E.g. huts are not randomly placed - huts are placed in a village - but the village itself is randomly placed.
That's not to complain about the linked article - it's awesome work, and the idea of using the tile borders is great. I think he could level up that generators quite easily to do even better as well - people have suggested things like applying it at different resolutions to e.g. first use the same simple rules to generate a biome map for example. It'd be really interesting to see how far the method could be taken while retaining a focus on really simple rules to specify how to connect things.
The issue is not that it's randomly generated, but that to get really interesting you need more advanced rule sets. Minecraft, for example, has a lot of rules to alter the distribution of blocks in different ways. First of all biomes. Then lots of rules that alter the probability of different things based on biome, or based on proximity to something else. Then multiple levels of generation. E.g. huts are not randomly placed - huts are placed in a village - but the village itself is randomly placed.
That's not to complain about the linked article - it's awesome work, and the idea of using the tile borders is great. I think he could level up that generators quite easily to do even better as well - people have suggested things like applying it at different resolutions to e.g. first use the same simple rules to generate a biome map for example. It'd be really interesting to see how far the method could be taken while retaining a focus on really simple rules to specify how to connect things.