2 ms·
The simple answer is very carefully. Deus Ex (2000) had similar issues. The game's story was originally intended to branch much harder than what actually shipp
by rl3 5y ago
The simple answer is very carefully.
Deus Ex (2000) had similar issues. The game's story was originally intended to branch much harder than what actually shipped. Still, it's widely considered to be one of the best games ever made, owing in no small part to its emergent gameplay.
I think we're going to be entering the era of emergent story soon. After all, AI Dungeon exists today.
- Nzen 5y agoWhile emergent story sounds nice, like Nell's primer in Stephenson's novel "The Diamond Age", suspect we won't see it in the same way we won't see a perpetual motion machine. I was inspired to this conclusion by diydsp's chastisement [0] of pursuing algorithmic music. For me, it's the hope of infinite variety. Infinity, though, is only the purview of Horror and the Holy [1]. More likely, though, my computer would only be as creative as a forty person writers room. It's not to say that couldn't be good enough. They can be derivative, so long as it's of something I've not experienced. For example, I've heard the advice to new roleplaying game leaders to crib notes from tv shows and so on, rather than set themselves the task of refereeing and writing a novel story framework. [0] https://news.ycombinator.com/item?id=26874918 https://news.ycombinator.com/item?id=26874918 [1] https://www.goodreads.com/book/show/1722845.Horror_and_the_Holy https://www.goodreads.com/book/show/1722845.Horror_and_the_H...