7th October, 2008
Without giving too much away about our Design for Entertainment Systems intentions, I’ve decided to write a little about a topic that came up in our discussions today. Basically, my feelings are that if you want to help give a game that little bit more longevity, the environment or map or whatever should be flexible enough to change randomly every time a player uses it, so that there is never the element of repetativeness. And yet the player is still free to master techniques at achieving their objectives and the designer is still free to control what fundamental elements and challenges exist in the level.
Lots of the best Real-time Strategy games such as the Age of Empires series feature this ability in their multiplayer maps, where water, features and resources are placed at random but still form a coherent and playable map. But none of them utilise this concept quite as deeply as Majesty: The Fantasy Kingdom Sim.

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