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Road Not Taken: What Does “Procedurally Generated� Mean?


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As we’ve mentioned in <a href="http://blog.us.playstation.com/2013/12/10/the-unique-puzzles-of-road-not-taken-on-ps4/">previous blog posts</a>, Road Not Taken has procedurally-generated levels. That is, you get a completely new experience every time you venture into the forest. When designing a game like <a href="http://en.wikipedia.org/wiki/BioShock" target="_blank">Bioshock</a> or <a href="http://blog.us.playstation.com/tag/god-of-war/" target="_blank">God of War</a>, a designer must hand-select the placement of every corridor, every object, and every enemy in the game. With Road Not Taken, we’re not hand-selecting anything. We spend our time creating interesting objects and enemies, and then carefully defining the probabilities of when and where you will encounter them.

 

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