3 ms·
> she realized the root of her boredom was [adventure]'s static, unchanging structure: “It played the same way every time. Each Non-Player Character (NPC) was t
by moonchild 6y ago
> she realized the root of her boredom was [adventure]'s static, unchanging structure: “It played the same way every time. Each Non-Player Character (NPC) was tied to a single location, and always did the same thing.” She decided her game would be different.
I think this is interesting, as it seems to have been a common sentiment at the time. The OP mentions MUDs, but another response in the same vein were the roguelikes, which largely pioneered procedural generation.