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I think there's a wonderful game in this. You are trying to escape from a virtual reality world created by a computer that doesn't understand how our world works.

Make it procedurally generated and allow people to share the best ones they find.




> I think there's a wonderful game in this. You are trying to escape from a virtual reality world created by a computer that doesn't understand how our world works.

I think so too but couldn't work out how. It needs something extra on top to give you a reason to work through the puzzles I think. So games like Sokoban where you could generate random puzzles don't need much of a reason behind them but all good text adventures are tied together with a plot of some sorts unless you can think of any examples. I binge read text adventure walkthroughs for puzzle ideas and the same generic puzzles felt surprisingly common (e.g. grate + crowbar, key + door, vampire + garlic, coin + vending machine, tree + ladder, spade + grave) but a game composed only of these would probably be dull.

Actually "virtual reality world created by a computer that doesn't understand how our world works" is the plot of the VR game Job Simulator I think.


> I think so too but couldn't work out how. It needs something extra on top to give you a reason to work through the puzzles I think.

I've been thinking on these lines recently too, and maybe the game could be to allow others to experience the fun you're having in building these rules and watching the outcomes? Letting them author the rules, and watch the outcomes. Or letting them manage and upgrade the bots, sorta like an overlord who doesn't actually chop wood etc.

This is kind of a nebulous idea (and definitely not new), but spawns from the fun I've been having the past few weeks in writing a bunch of simple rules for cities to attack, ally, trade with each other. Watching kingdoms evolve, alliances form and break, funny situations like a rock shortage eventually triggering a massive war among all kingdoms, was fun. It might not be as fun for a passive observer, but as the author of the rules, the feedback loop of making changes and watching the emergent outcomes was pretty neat (kinda like programming, heh). But it is a scary path to go down, if the intention is to market it as a game, because it doesn't look or sound like any "real" game.

On a different note, Dwarf Fortress is ripe with such emergent outcomes. On another different note, Robocode is quite fun where you author bots and rules and watch how the bots fare against each other.


> funny situations like a rock shortage eventually triggering a massive war among all kingdoms, was fun.

I love emergent AI game situations like that! Even that feeling of seeing enemies in Doom fighting each other hasn't been surpassed by that much in modern games I feel. Spelunky had a few moments like that though.

> Watching kingdoms evolve, alliances form and break, funny situations like a rock shortage eventually triggering a massive war among all kingdoms, was fun. It might not be as fun for a passive observer, but as the author of the rules, the feedback loop of making changes and watching the emergent outcomes was pretty neat (kinda like programming, heh).

Sounds fun! Any more situations like that?

I tried another prototype where it was a text adventure in a single room containing NPCs where certain NPCs liked, loved or hated each other (which limited their actions), there was objects characters could obtain (like a gun to threaten people to do actions for you or money to bribe people), characters had attributes (like intimidating, gullible, jealous) and as the player you could ask characters to do things for you and they could do the same. It had the same issue of nonsensical things happening which were unintentionally funny. Huge state space explosion though.

So I gave a NPC the goal to make a sandwich from bread and cheese which two of his friends were holding. Instead of just asking his friends for the ingredients, he obtains a gun, threatens a NPC he hates to steal the ingredients from his friends then threatens him to make the sandwich and hand it over. A valid but inefficient solution in the search tree basically. You'd probably want some common sense logic that most characters want to achieve their goal in a way that doesn't impact their social standing. Same thing as before though, instead of making the NPCs normal humans you could come up with a story about why they don't act normal to sidestep the common sense issue.


You can also do procedural plot generation. It's pretty doable as long as you don't set your literary bar too high :)

You kind of need to get a feel or knack for navigating the so-called "edge of chaos" between order -- too many restrictions/rules = predictable patterns = boring -- and disorder -- pick everything random and it becomes the conceptual equivalent of the "rainbow puke" mush of random RGB pixels that is always infinitely different but always looks like the exact same flavour of static. Similarly if you pick random notes from a few octaves to make a tune -- in theory you should come across all the famous earworms like Axel F, Smoke on the water, Final Countdown, etc etc, in practice you get a different slice of the same warbly nothing 99.9999% of the time.

That is, in some sense, where the Infinite Monkey theorem seemingly breaks down, while at the same time it is also exactly where it derives its poignancy. It's a very powerful pulling force between two opposites.

Either way, read all about procedural anything generation for games on this great website: http://www.gamesbyangelina.org/

One very interesting idea, that has become quite feasible with modern computing power, is to use constraint solvers. Sure they are NP-complete but in practice they do a pretty good job. Imagine if you have a loose framework for puzzles, or challenges (maybe rooms with monsters and items) and it generates a beautiful wide variety of novel game play. Except, just like in real life, you can't always win. But you want it to, just like in a "hero's story", be just winnable, all the time. And you want your player to be able to trust that it is (it doesn't sound like a lot of fun bashing your head against a random-generated puzzle that turns out to be logically impossible). Constraint solvers can actually do this! There's a few articles on the Games By Angelina website.

I think that a constraint solver could very easily generate random Sokoban-levels that are guaranteed to be solvable. Now you need some (relative) measure of "difficulty" to sort them in order to create that feeling of progression and challenge. Which I also think is doable (amount of backtracking, "mental stack" required, etc).


Make it a VR game and the only way to truly win... is to take off the headset.


MGS2 already did that. A hostile AI orders you to kill someone, and knows you'll do it because the only way to not do it is to turn the console off.


There was also the Sega Genesis X-Men game. The whole game is supposed to take place in a hacked Danger Room, at one point you need to reset the computer and you do it by resetting the actual Genesis itself. The cartridge had to have a special battery to do this and it blew my mind as a child.


Don't forget Spec Ops: The Line, which plays on the idea of not having a choice in committing war crimes and justifying terrible amounts of violence, because you won't close the game.


Reinvented Stanley's Parable essentially... Except procedural.


you mean No Man's Sky? turns out it kinda sucks


Of all things procedural they refused to do stories and socities




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