November 14th, 2023 Livestream Q&A: Why does Satisfactory use custom level design rather than procedural stuff?

November 14th, 2023 Livestream

Q&A: Why does Satisfactory use custom level design rather than procedural stuff?

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little bit about like what the reasoning was behind doing you know like custom level design versus like the procedural stuff I mean some of the initial choices I was not present for like, I think- I joined satisfactory kind of right around when production started so I was not part of pre-production, but we we kind of continued the idea of like handcrafting a world cuz it it feels it generally feels more alive and we I mean if you want to develop a procedural system you need people with certain skills and I don't think we really had that at that time either, because you kind of have to do that from the beginning you have to make that choice like you're going to go H crafting or you going to go procedural because a lot of resources even if you go procedural like it saves work in one area but it adds work in another, and I think we just wanted to build something I guess personal more, in that sense and, yeah I don't know it feels like we have more control over exactly what happens where and we get to play around with bigger extremes and more exceptions to the rules and all that kind of stuff our our our specialization just doesn't really lie in in procedural development, and that is something we'd have to study yeah because I guess like when you do procedural Generation stuff you sort of need to design your game around that to make it make sense yeah exactly you need to build a bunch of systems for that it's more it's much more like dependent on tools and technology and we need to have people that can build and maintain those things and also use those things properly and that is its own because I think like one easy, pit that you can end up if if you do decide to do predal stuff is like it's really hard to avoid the the like repeating patterns that you get sometimes with procedural generation and I think mhm especially when it comes to level design I think that's when it's like the most obvious when you see that stuff happen constantly over and over again yeah I don't know I think we've made a a really cool map to play on and I think, you know from a replayability point like perspective I don't know if the map really changes too much like the the map itself changes that too much other than like no it doesn't at all, especially I feel like with a procedural system you run the risk of going too big, because you can but that doesn't mean necessarily that the spaces you build feel meaningful yeah, or like like the the stories that you build into the spaces also feel meaningful but I feel with handcrafting you have a much easier time to do things like environmental storytelling where an area truly feels like it was built with a history in mind and a future in mind, so yeah yeah it's really hard to get the, like the lore or if you will into procedure generation or like where you see it and how you see it and whatever yeah I think you can but it's quite a lot of work it's like you do need a little bit of like that manual tweaking to make sure that the experience is homogeneous procedurals never fully, can never fully replace, people either no but AI can I mean if you really want to try you you can try no- I have a hard time seeing that like you could create I mean maybe in the future but like maybe currently maybe with more more advancements more development who knows but right now not really yeah I guess there are some tools that you could utilize that could be AI like for instance when you do, when you're doing like, fulled drawing whatever like having an AI to be able to figure out like what's the best combination of things you know all the monotonous things that you do sort of I mean yeah like, I think like some people in the chat are saying like hybrid manual procedural and if you can make certain parts of of development procedural that would for example remove some of the more like repetitive tasks or the stuff that don't really require too much creative input, but then still leave kind of the creative control to the person what would you say is is that portion for you in your workflow what's the go like use use like experiment with procedural tools and kind of see like what parts we can can replace with one thing cuz that might give me more room to do extra fancy stuff somewhere else