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Monad's Advocate
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| Scripting is The Selection of a Meaningful Emergence |
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Emergent gameplay, in my opinion, has always had a significantly fatal flaw. It delivers catharsis when it works,but 99% of emergent conditions are filtered out of the brain of the participant as merely 'the environment' and of no consequence.
Personally, I think we should be less concerned about how emergent gameplay might be used in games some day, and be more worried about how emergent gameplay is being used to script (weak) stories today.
Whether it is the interaction of an arch villain with gravity and a set of spikes after a one-liner, or the monotonous fight between two 20 something lovers over a virtual third, but damaged, lover, I think, for example, movie writers are increasingly falling into the 'emergence is experience' trap.
My underwear just interacted with my chair and gave me a wedgie. Is that entertainment?
The art of storytelling is what RPGs should advance. Unless someone can explain to me how emergent gameplay is the key to searching the space of possible human catharsis, I remain a skeptic. |
Mon Aug 29, 2005 8:11 pm |
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Monad's Advocate
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| Re: Side Quest: Emergent Stories |
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quote: Originally posted by abbaon
But an AI agent won't ever strip your mortality from your body, leaving you to resolve your predicament before the shades of those who've died in your place can hunt you down and steal your memory once more.
I completely agree. An emergent algorithm where you put souls in as input and get chosen stories like this as output would be called 'life.' And we are all being entertained by that as you read this.
Do we want alternate lives? Yes. Do we want dreams? Yes. Do we want emergent algorithms that take souls as input and spit out stories as output? I don't know. |
Mon Aug 29, 2005 8:21 pm |
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