Around 1992 veteran game developer Chris Crawford decided he’d like to revolutionarize computer games by developing games that are based on human characters with procedurally modeled minds. Occasionally deformed monstrosities would float down the river from the jungle where he ran off into. Recently, Crawford admitted that things hadn’t gone quite according to the plan.
The first thing which gives me more hope for this project than for Crawford’s is that Crawford wanted the procedural modeling to drive actual plot generation instead of just model differences in the states of characters in a more pre-scripted story.
Around 1992 veteran game developer Chris Crawford decided he’d like to revolutionarize computer games by developing games that are based on human characters with procedurally modeled minds. Occasionally deformed monstrosities would float down the river from the jungle where he ran off into. Recently, Crawford admitted that things hadn’t gone quite according to the plan.
His library might be worth poking around in.
The first thing which gives me more hope for this project than for Crawford’s is that Crawford wanted the procedural modeling to drive actual plot generation instead of just model differences in the states of characters in a more pre-scripted story.