As we’ve mentioned in previous blog posts, Road Not Taken has procedurally-generated levels. 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.
The process reminds me of Duchamp’s painting ‘Nude descending a Staircase, No. 2’. For thousands of years, humanity painted a single instant, captured in time. Duchamp, inspired by advances in motion pictures, decided to paint all the possible states of a woman walking down the stairs in a single painting. To me, designing a roguelike is a little bit like that. Instead defining a single level, we use algorithms to define all possible levels at once.