
13: Procedural Storytelling with Tanya X Short
Eggplant: The Secret Lives of Games
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Moon Hunters: A Procedural Generation of Characters
I wonder if there's a kind of interesting design principle here which is something like a level generation in spelunky or the field generation in moon hunters. I don't think that's quite as important for like let's say spelunky level generation right to have the like uh and I wonder if that's maybe a difference that when it comes to modeling humans that now the difference is there's like some extra need of transparency or something does that track with your understanding? We're much more sensitive to not only strangenesses but also the blandnesses of people because it very quickly makes us mark them as not people. For moon hunters we definitely develop the dungeons and the character myths quite separately because
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