Best Practices for Procedural Narrative Generation
81K views · 12 May 2017
Comments · 98
@Gab_Free · 4 years ago
Um, what's up with the blurred out sections on the screen? I get there's a link that's no longer good at the end, but it covers up speakers names, Twitter handles, slide images etc for a lot of this video
54
@stumbling · 7 years ago (edited)
The dove flew down to the stream.<br>The ant insulted the dove.<br>The dove ate the ant.<br><br><i>A kindness is never wasted.</i>
68
@GrantBrenner · 5 years ago
I love the cross-section of engineering and art.
38
@bradleetulio4801 · 4 years ago
Caves of Qud is another really good proceduraly genrated game
12
@android272 · 7 years ago
Why is it that halfway through this video some parts are blurred out?
64
@tsukinoko_kun · 2 years ago
Why is the presentation censored?
5
@stevetaylor5290 · 2 years ago
Happy to see the thumbnail for this is from the old Sinclair Spectrum “The Hobbit” game!
1
@rewindcat7927 · 3 years ago
Cool!<br><br>My video had censor bars on it .. ??
2
@NocturnalJin · 9 years ago
(at Darmok and Jalad, Tanagra)
25
@_equalo · 6 years ago
In the process of designing a game following some of these principals. <br><br>I’m really curious to see if the bigger limitation is the designers ability to anticipate and effectively codify all the various motivations and influencing variables, or the computational power to actively simulate all these variables
23
@Joel2Million · 6 years ago
Seems like the narrative interactions would be good to crowd source, just send out lots of random verbs and objects and ask people to give suggestions of what they lead to, do that a billion times and you'd have good data for an AI...
17
@SadSmileGames · 3 years ago (edited)
so, this is basically logical programming like in prolog, no?
2
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