
10: Keyforge with Richard Garfield
Eggplant: The Secret Lives of Games
00:00
Procedural Naming Specific Cards
Richard: One of the real struggles that I would imagine with doing a procedurally generated card game is that when you have digital stuff that's procedurally generated, the rules are being interpreted by a computer. And so often when players are dealing with heavily prock gen stuff, they're really reacting to the heuristics and not the specifics. But if you aim to make it so that this card is a Chinese menu of different options that you drop in, it's pretty complicated. Richard: Would procedurally generating names of individual cards be interesting to you? Or does that like somehow disturb too much coherence?
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