And good clues require hand crafting... not procedurally repeating the same voice line over and over, except for different objects and locations. My opinion...Skeeter wrote:A good adventure starts with a good clue. Imo.
Almost all good and exciting exploration ideas mentioned so far rely on developers handcrafting and placing exciting stuff, making plots and so on. It just doesnt work as procedurally generated and ever-repeating cycle.
if this was a design goal you would be bored to death as player if its done properly - or you would be showered with stuff., because if you build something on players expectation of luck by actively chasing it you must as game designer make sure that he doesnt draw blanks all the time -> there is a predetermined pattern how likely you are to find something. If you dont (as game designer) players will do that luck thing once and then never again, when they realized the chances are actually way too small and the universe too large for this to work like they expect.Or by pot luck you can just explore and be lucky finding something
quoting you out of context: "when I explored those areas, I figured half hour looking around would do it but it didn't" - this is what would happen with randomly placing objects in large space. Space is a very very bad environment for hiding things - because you only have distance to hide something in most cases. The only exception are dense asteroid/debris fields with complex formations (tunnels etc). Complex formations require handcrafting (modelling of the asteroids).