<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[GameUP24]]></provider_name><provider_url><![CDATA[https://gameup24.wordpress.com]]></provider_url><author_name><![CDATA[William A.]]></author_name><author_url><![CDATA[https://gameup24.wordpress.com/author/louzwate/]]></author_url><title><![CDATA[Prey: Mooncrash&#8217;s Randomized Levels Were Almost Part of the Base&nbsp;Game]]></title><type><![CDATA[link]]></type><html><![CDATA[<div><img src='https://i0.wp.com/assets1.ignimgs.com/2017/02/14/prey-05-1280-1487105876974_1280w.jpg' style='max-width:600px;' /></p>
<div>
<img src="https://i0.wp.com/assets1.ignimgs.com/2017/02/14/prey-05-1280-1487105876974_1280w.jpg" title="Prey: Mooncrash's Randomized Levels Were Almost Part of the Base Game  - IGN" /></p>
<div>
<div id="article-content">
<div>
<p>
                        <span /><br />
                        <span>Share.</span>
                    </p>
<p>
                    The procedural levels were scrapped from the base game, but brought back for its DLC.                </p>
</div>
<p>                                    <span><br />
                        <span><br />
                            By <a href="http://www.ign.com/videos/series/tom-marks">Tom Marks</a>                        </span><br />
                    </span></p>
<p id="queen" />
<p dir="ltr"><a title="Prey&#8217;s" href="http://www.ign.com/games/prey-2017">Prey&#8217;s</a> Mooncrash DLC randomizes its rooms and item placements to turn Prey into a roguelike experience, but developer Arkane Studios tells us some of that procedural generation was almost in the base game as well.</p>
<p dir="ltr">Speaking with IGN at QuakeCon 2018, Prey Senior Game Designer Ricardo Bare said that Mooncrash&#8217;s randomized room conditions were initially designed to be part of Prey&#8217;s campaign. They would have made it so different rooms along your path would have random states, like being on fire are out of oxygen.</p>
<p dir="ltr">
</p>
<p dir="ltr">Bare said it was ultimately scrapped before release because most players don&#8217;t even finish single-player games, Bare says this is because &#8220;it didn&#8217;t work quite well for a very longform game.&#8221;</p>
<p dir="ltr" />
<div>
<p>&#8220;</p>
<p>It wouldn&#8217;t have worked as well in Prey because most people don&#8217;t even play a single-player game all the way through.</p>
</div>
<p dir="ltr">&#8220;It wouldn&#8217;t have worked as well in Prey because most people don&#8217;t even play a single-player game all the way through,&#8221; Bare explained. &#8220;Most people just wouldn&#8217;t even get the payoff for that. They&#8217;d just be like &#8216;oh, it&#8217;s on fire, and I&#8217;m never going to see this room ever again.&#8217;&#8221;</p>
<p dir="ltr">He continued by saying that it works well in roguelike experiences like Mooncrash because &#8220;you walk through the same space many many times, so you get the payoff of like &#8216;oh my gosh, this time the power is off! Oh my gosh, this time it&#8217;s on fire!&#8217;&#8221;</p>
<p dir="ltr">
</p>
<p dir="ltr">Bare praised the <a href="http://www.ign.com/articles/2018/08/11/dead-cells-review" target="_blank">recent roguelike hit Dead Cells</a> for its use of procedural levels, while his observation about randomization in a long, single-player game not being noticeable reminded me of <a href="http://www.ign.com/articles/2018/07/31/chasm-review" target="_blank">my review of a similar game, Chasm</a>.</p>
<p>For more news out of QuakeCon, check out the <a href="http://www.ign.com/articles/2018/08/10/doom-eternal-gameplay-story-details-revealed" target="_blank">gameplay reveal for Doom Eternal</a>. We also spoke to Avalanche Studios and found out that there will be <a href="http://www.ign.com/articles/2018/08/11/rage-2-will-have-flying-vehicles" target="_blank">flying vehicles in Rage 2</a>.</p>
<p />
<p />
<p />
<p><em>Tom Marks is IGN&#8217;s PC Editor and pie maker. You can follow him on <a href="http://www.twitter.com/tomrmarks" target="_blank" rel="nofollow">Twitter</a>.</em></p>
</p></div>
</p></div>
<p><em>Source: <a style="text-decoration:none;" href="http://www.ign.com/articles/2018/08/11/prey-mooncrashs-randomized-levels-were-almost-part-of-the-base-game">IGN Video Games</a></em></div>
</div>
]]></html><thumbnail_url><![CDATA[https://i0.wp.com/assets1.ignimgs.com/2017/02/14/prey-05-1280-1487105876974_1280w.jpg?fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[440]]></thumbnail_width><thumbnail_height><![CDATA[248]]></thumbnail_height></oembed>