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Procedurally generating a narrative in Forest of Sleep

2 pointsby phodoover 8 years ago

1 comment

phodoover 8 years ago
OP here. I&#x27;ve been thinking a lot about procedural content, from maps, to level design, to assets. What seems to be missing are core mechanics around storytelling, narrative, tension&#x2F;release, etc. Basically good storytelling.<p>Today, we do have frameworks for : the basic categories of movie plots, understanding game mechanics, understanding goal-seeking behavior (in terms of driving stories and plots forward), and recent developments in generative deep learning.<p>Seems like an area ripe for innovation. For example, while you can build a large proc gen game like No Man&#x27;s Sky, it lacks a certain element of game play (which I distill down into: lack of compelling story and mechanics). As we get closer to metaverse-like worlds in VR, it is inevitable that we will need to innovate on compelling, procedurally-generated storylines. (Of course, these might shift based on modality... e.g. VR vs. 2d content)<p>Would love to hear any experience &#x2F; research others have had in this area of procedurally-generated storytelling.