'Nice and neat encounters' is the opposite of procedurally generated. In games it simply means that it isn't determined at design time. A procedurally generated map will be different every time, unlike a designed map that will be the same each playthrough.BenEEeee said:Rabid Toilet said:"Procedurally generated" means random. The units are still randomly distributed, and you won't know where they are beforehand.
Not if they are generated to within a small section of a level where the variety of which will be small and predictable, vs random distribution of all enemies at the start.
It's a bit like a D&D game where the GM makes up "nice and neat" encounters as travel down a path in comparison to a game where encounters are completely random or enemies have already been placed in specific areas.
X-Com shouldn't be "nice and neat" it should be harsh and unforgiving where shit happens all the time.
In practice procedurally generated is what most people call random. There are many different ways to do it in practice, and exactly how random it will feel is impossible to determine based on this description. It can be predictable, but it doesn't have to be. That depends on the ruleset they choose use.