tag:blogger.com,1999:blog-5998012929775996022.post2754000764391477997..comments2022-10-09T08:57:51.685+01:00Comments on Fiction in the Machine: >fall in love with Annahgnomehttp://www.blogger.com/profile/03497613771780431048noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-5998012929775996022.post-23498576437744415632012-12-04T15:54:16.831+00:002012-12-04T15:54:16.831+00:00This system of creation absolutely has potential, ...This system of creation absolutely has potential, but it could also fall prey to appearing thinly disguised to the player. If such a thing were able to, for example, give evil dictators reason for sending you on noble quests, or vice-versa, then it'd be splendidly replayable - but I'm seeing this as a world *filled* with entropy as well! :DBen304https://www.blogger.com/profile/09140754043724405446noreply@blogger.comtag:blogger.com,1999:blog-5998012929775996022.post-55075952348484181922012-12-03T22:21:49.799+00:002012-12-03T22:21:49.799+00:00It's true that a hand-crafted narrative will a...It's true that a hand-crafted narrative will always trump anything that's procedurally generated, however I do think there's massive potential for user-generated storytelling or quests to be woven into procedurally-generated RPGs. The author would not script based on named characters, but reference protagonist, antagonists, foil etc. These roles would then be applied to generated NPCs within the game based on criteria provided by the author. SeedWorld!Clarvalonhttps://www.blogger.com/profile/08868169810712321832noreply@blogger.comtag:blogger.com,1999:blog-5998012929775996022.post-10124871526887262372012-11-30T07:59:32.096+00:002012-11-30T07:59:32.096+00:00I agree that there's plenty of room for experi...I agree that there's plenty of room for experimentation here, but I've yet to see anybody really explore the possibilies of this. Skyrim apparently tried a sort of procedural quest generation that was paper thin upon observation because such a thing requires a lot in order to be blessed with anything involving personality.<br /><br />I wouldn't say I *need* freedom to enjoy games - in fact, I find freedom often distracts me from enjoying games, but I do enjoy it when I am allowed to explore and experiment with a game world. As I said, I'd play the heck out of a game that allowed me a massive amount of freedom - but I doubt I'd find as much narrative satisfaction in such a thing as I would in a handcrafted tale. I absolutely agree with your point, though!Ben304https://www.blogger.com/profile/09140754043724405446noreply@blogger.comtag:blogger.com,1999:blog-5998012929775996022.post-64028386391023313412012-11-30T00:14:53.985+00:002012-11-30T00:14:53.985+00:00I'll say this: there's not a single degree...I'll say this: there's not a single degree of balance between fully procedural and fully predesigned experience that isn't interesting if done properly. Fully open worlds with unlimited freedom and consequences are interesting (even though no one really did this properly yet). Fully handcrafted story is also interesting (don't need to give examples for this one, do I? Anachronox, Torment, Gray Matter, Runaway 3, list goes on). Any sort of compromise between the two is seemingly even more interesting (no has even *attempted* this, it seems). I wouldn't want to choose between any of these kinds. I want it all. I need freedom to enjoy games, but I also need meaningful ideas to enjoy games. So I welcome all attempts to marry them and to sacrifice one when it's necessary to save another.qptain Nemohttps://www.blogger.com/profile/09407272472841290412noreply@blogger.comtag:blogger.com,1999:blog-5998012929775996022.post-55606324699418132612012-11-29T21:23:24.195+00:002012-11-29T21:23:24.195+00:00I remember we discussed this with regards to Edna ...I remember we discussed this with regards to Edna Konrad and Harvey - although I would say that, much like your experience with Ben and Dan, it makes sense to me that Edna would come up with all sorts of crazy ideas, and that "using scissors on car" or "talking to carpet" would seem like a natural thing for someone like her to consider.<br /><br />I do agree, though, that games that clutter the experience can be tiring. I like exploring as much as the next person, but if a lack of streamlining means the experience becomes frustrating and my progress is constantly impeded by an overwhelming amount of data to analyze, I too will wish for a simpler, less cluttered approach to game design.Ben304https://www.blogger.com/profile/09140754043724405446noreply@blogger.comtag:blogger.com,1999:blog-5998012929775996022.post-20614287344857137652012-11-29T21:04:02.195+00:002012-11-29T21:04:02.195+00:00I feel exactly the same about this as Ben. In fact...I feel exactly the same about this as Ben. In fact I wouldn't like playing games where the game accommodates every action that comes into your mind.<br /><br />I even dislike my adventure games having a custom-written, verbose response to every single item-on-object interaction. That seems pointless, because the texts are mostly just extra filler, and I feel tired analyzing all that content for meaningful clues. <br /><br />The only time I enjoyed such huge amount of extra blabber was in the Ben & Dan games - perhaps because excessive experimentation and overthinking each crazy idea seemed so natural inside that particular game world.<br />Igor Hardyhttps://www.blogger.com/profile/05299134805341162209noreply@blogger.comtag:blogger.com,1999:blog-5998012929775996022.post-5092674262016889182012-11-29T16:38:04.739+00:002012-11-29T16:38:04.739+00:00Those thoughts required some serious taming before...Those thoughts required some serious taming before they allowed themselves to be captured in type. I'm still not sure they're as well arranged as they could be. :)Ben304https://www.blogger.com/profile/09140754043724405446noreply@blogger.comtag:blogger.com,1999:blog-5998012929775996022.post-35255560018646308572012-11-29T16:21:59.459+00:002012-11-29T16:21:59.459+00:00Most eloquently put!Most eloquently put!gnomehttps://www.blogger.com/profile/03497613771780431048noreply@blogger.com