Posts tagged Video Games
Procedural Storytelling in Game Design

The other huge strength of procedural generation, to me, is that it creates too many possibility spaces for the designers to decide what is best. I do not like spending my time in a video game trying to guess what the designer wants me to do. That can sometimes be inevitable, but it still frustrates me when I start seeing the various gameplay inputs as tiny puzzles with a golden-path narrative outputs.

I am not immune to this; when my own brain starts telling me to look for the optimal route so I’m rewarded with seamless narrative breadcrumbing and cohesively designed narrative, I know I am not treating the emergent story like my story but like a book that I have to tape back together to read.

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