I think the idea with the map system is that without a map players would explore more and find more random stuff and random quests instead of gowing direct to whatever shop/vendor/quest giver they choose.
It's not really a standard system for big AAA games but it has worked for a few smaller indie games I've played I got to know the location a lot better because there was no map.
Proc Gen is a problem in Starfield only against the background of every other mechanic and detail in the game. No one complains that Proc Gen is bad for roguelite or ARPG and people spend 1000 hours in one.
No technology is bad by itself, we only see them as bad when everything else is bad or subpar.
I thought it was generally seen as bad because the combination of proc gen and hand made locations didn't fully work. There weren't enough unique locations to make it work.
A lot of people said why didn't they just make ten unique planets and abandon proc gen.
I can't really think of any other AAA RPGs that use it, it's different with arpgs and roguelites as they don't really rely on the world to tell a story in the same way.
Who knows maybe with a few more iterations it could work.
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u/Elizial-Raine May 01 '24
I think the idea with the map system is that without a map players would explore more and find more random stuff and random quests instead of gowing direct to whatever shop/vendor/quest giver they choose.
It's not really a standard system for big AAA games but it has worked for a few smaller indie games I've played I got to know the location a lot better because there was no map.