https://github.com/BarclayII/slashem-up
Why? Vampires, fire/ice mages, #tecniques (the doppleganger monk it's supreme), lightsabers, guns...
Slex is good, but it has too many roles, objects and additions.
21–30 of 45 posts
https://github.com/BarclayII/slashem-up
Why? Vampires, fire/ice mages, #tecniques (the doppleganger monk it's supreme), lightsabers, guns...
Slex is good, but it has too many roles, objects and additions.
I have a hard time seeing most of these as "emergent narrative". They're just random level generation. By that metric Asteroids is "emergent narrative". 5 astroids approached, 2 from the left, one from the top, 2 from the right. I decided to target the one on the top. It broke in 2 but my quick reflexes swiftly took care of the one heading toward me. I gave chase to the other clearing the universe of one of its origi…
Personally, I think most emergent narratives are poor narratives. They lack the pacing and dynamics of one crafted by a story teller. I think Rimworld tackled this, with the different 'storyteller' options selecting certain types of events, levels of difficulty etc., trying to improve the sense of drama. But it is still stuck with poor choices making poor narratives. "So I made my pickaxe and tunnelled through the wall the noises were coming from and was eaten. The end.'
This here is also a great game with emergent narrative: "One Hour One Life". Each time you only have one hour of lifetime and act in a evolving multiplayer world. Just copy pasting the first comment on steam to show what kind of stories unfold: I was born mere seconds before my twin sister in a once prosperous town. Through the years and hardships, the townsfolk seemed to be dwindling in numbers and there were not ma…
Reads like something that could have been generated by GPT-3.
But Fortress-like is merely the foundation upon which the game is built. I would say the main innovative feature is it's a mystery generator, with a focus on the intersection of lost history (ruins, artefacts) with contemporary politics inside and between empires.
Where DF is very simulation focused, URR has made real steps forward for procedural and emergent _narrative_
Surprising that the author completely "missed" sports games. Sports games (like soccer or other team sports) are by nature "emergent" as every single game is different. Trying to narrow down the definition to everything that's like Dwarf Fortress and Rim World is incredibly reductive.
I've tried over the years to get into the various big franchises when I see something very cheap, but there's never a high-level tutorial for "I don't understand the gameplay and I barely understand the sport."
Surprising that the author completely "missed" sports games. Sports games (like soccer or other team sports) are by nature "emergent" as every single game is different. Trying to narrow down the definition to everything that's like Dwarf Fortress and Rim World is incredibly reductive.
Surprising that the author completely "missed" sports games. Sports games (like soccer or other team sports) are by nature "emergent" as every single game is different. Trying to narrow down the definition to everything that's like Dwarf Fortress and Rim World is incredibly reductive.
I wouldn't be surprised if it's just lack of familiarity. Sports games come across as actively hostile to people who don't already know how to play sports games. I've tried over the years to get into the various big franchises when I see something very cheap, but there's never a high-level tutorial for "I don't understand the gameplay and I barely understand the sport."
urban dead, a humans vs. zombies mmo browser game has not a single of the stated features and was one of the most emergent story generation games i've ever seen, pushed by the players in external wikis. i think it's almost 15 years since in played it, so no idea what became of it. https://www.urbandead.com/
I have a hard time seeing most of these as "emergent narrative". They're just random level generation. By that metric Asteroids is "emergent narrative". 5 astroids approached, 2 from the left, one from the top, 2 from the right. I decided to target the one on the top. It broke in 2 but my quick reflexes swiftly took care of the one heading toward me. I gave chase to the other clearing the universe of one of its origi…
The element of time past makes for a stark difference from other uses of randomness or procedural generation. By the time the world arrives in its “current” state where player-controlled characters enter, the long, complex, infeasible to study in detail history (which, by the way, involves said characters and their ancestors) imbues everything with potential meaning and significance.