
39: The Tricks of the Toolkit with Mark Brown (Game Maker's Toolkit)
Eggplant: The Secret Lives of Games
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The Difference Between Pre Randomness and Post Randomness in Game Design
Soren: I think it's better to focus on the player in all discussions of game design components. He says output randomness makes sense in games where you're telling a character to do something rather than doing it yourself. A procedurally generated level is almost never as good as a completely handcrafted one, but the clear advantage is diversity.
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