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Video: Road Not Taken on PlayStation 4: Hand-crafted Randomness

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37w ago - Spry Fox CEO David Edery posted up a video today detailing the hand-crafted randomness in Road Not Taken on PlayStation 4 below.

To quote: In previous blog posts, we've talked about the procedural system we use to create the enchanted forests that serve as your proving ground in Road Not Taken.

This system is what makes Road Not Taken a fun game to play repeatedly, and - as with any good roguelike - you'll need to play Road Not Taken many times before you've stumbled upon every interesting object and creature lurking in the forest.

But a purely random system, even a very rich one, can start to feel repetitive over time. Every snowflake might be unique, but after you've looked at a thousand snowflakes it's easy to stop appreciating them!

Our roguelike developer ancestors have invented a few solutions to this problem, one of which is to change the look and feel of the environment to signal when something new/important/dangerous is happening.Sewers transition into dungeons, dungeons become underground caverns, etc.

And in Road Not Taken, peaceful glades might lead to blizzard-ravaged woods, haunted groves, and dangerous ice caverns! The changing terrain is both a marker of your progress as well as a warning of new challenges to come.

Another classic...
 

Blizzard: Diablo III on PlayStation 3 is Hand-Crafted for Consoles

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73w ago - Blizzard Entertainment Lead Designer Jason Bender proclaimed today that Diablo III on PlayStation 3 is hand-crafted for video game consoles.

He stated the following, to quote: I just got back from E3, where we had a good showing of the PlayStation 3 version of Diablo III and announced some cool [Register or Login to view links] for the game.

The excitement and energy of the show reminded me of a time when people actually left the house to play videogames. Yes, I'm talking about arcades: magical places filled with vibrant colors, flashing lights, and the never-ending clink-clink-clink of tokens cascading out of a change machine.

There you could find the latest and greatest games--and people to play them with. Arcades were a uniquely social experience. You could hang out and have fun with friends, or you could make new ones while bonding over joysticks.

When we decided to bring Diablo III to console platforms, we wanted our four-player co-op to allow for the same spirit of fun that thrived in arcades. Our game had to allow for equal parts teamwork and trash talking, sweaty-palmed intensity and lighthearted mass destruction.

You might remember [Register or Login to view links], the...
 
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