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RPS - Gen Next #1: Benefits of Procedural Gen

Discussion in 'Game/SP News & Comments' started by RPGWatch, Jul 25, 2016.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]RPS looks at the future of video gaming in their new four part series, Generation Next. Part one looks at how procedural generation could benefit games, specifically RPGs, in the future.

    Mark Johnson is the developer of Ultima Ratio Regum, an ANSI 4X roguelike in which the use of procedural generation extends beyond the creation of landscapes and dungeons to also dynamically create cultures, practices, social norms, rituals, beliefs, concepts, and myths. This is the first in a four part series examining what generating this kind of social detail can bring to games.

    In Critical Gaming: Interactive History and Virtual Heritage, a 2015 scholarly work by Erik Champion, a very intriguing point is made about the books in the Elder Scrolls series. In considering the interactive options given to the player, and the detail of the "lore" books the player can encounter, Champion argues that the books in the Elder Scrolls series describe a far richer world than the player is actually able to engage with. He proposes that the fiction in these works speaks to a social world with a grander possibility space, and a set of more detailed cultural, social and religious elements, than the fiction the player is able to create through their actions. Elder Scrolls books speak of remarkable unique stories with a tremendous scope of actors, events, cultures, and places; within the play of the games themselves, however, it is difficult to break out of several core gameplay loops of combat, conversation and exploration, to experience or even create the kinds of stories and social worlds we read about in the game's libraries.

    As well as feeding into this disconnect from gameplay, all this background world detail was hand-written, once, by the game's developers. As deep and rich as many of the tales these books tell are, they remain the same no matter how many times the player starts the game. Few players will ever return to a previously-read book a second time, making their reading a one-off activity done at the start of the game, and even then something that most players gloss over, fully aware of the lack of immediate relevance to their character's experience that most books (except for "skill books" that raise your stats) actually have.

    The intersection of these two concerns - their disconnect from the gameplay, and their unchanging nature - severely limits the social detail of the Elder Scrolls world to being only incidental, a backdrop, a player-created side-quest, or something to be considered once and then entirely forgotten. But what if such sociocultural detail could always be new and fresh, and always be actually reflected in the world(s) the player explores? Would players want to engage with this kind of detailed and always-distinctive worldbuilding, and how could worlds with those sorts of elements affect a player's actual experiences instead of being nothing more than background reading?​
     
    Last edited by a moderator: Jul 26, 2016
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