Many games use procedural generation to create a game world algorithmically, starting with Elite way back in 1984. But this isn’t the only way that this kind of dynamic content can be used in games.
Mark has been thinking and writing about games since a Gameboy Pocket and a copy of Link's Awakening was first placed into his tender, seven-year-old hands. Since then, he snagged a creative writing ...
Dragon Age writer David Gaider has shared his thoughts on the "lackluster" and "soulless" nature of procedurally generated AI dialogue, while also predicting failure for developers who can't forsee ...
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