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

Daniel Cook's Avatar + Posted by Daniel Cook on Feb 25, 2014

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As we’ve mentioned in previous blog posts, 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 Bioshock or God of War, 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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The Unique Puzzles of Road Not Taken on PS4

Daniel Cook's Avatar + Posted by Daniel Cook on Dec 10, 2013

How might a roguelike look like if it featured a thinker and explorer, instead of a traditional warrior? If being clever was more important than being strong? That’s a design challenge we’ve attempted to tackle with Road Not Taken.

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How Unexpected Life Events Inspired Road Not Taken on PS Vita/PS4

Daniel Cook's Avatar + Posted by Daniel Cook on Oct 16, 2013

here is a repeated theme in our upcoming game, Road Not Taken, which we announced here back in August. The characters in our little northern town have all lived their lives according to the same plan: first you go to school, then you get a job, then you fall in love and finally you start a family.

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