Jay Barnson has a long and thoughtful post on procedural content in games. I had a post on this a while back, where I pointed out that the rising cost of content creation (the cost of making gamespace was on a near-exponential growth curve for a while in the 90’s) is making it so that procedural content in one form or another is probably inevitable.
Also, 79Soul has a great post on Videogames and morality. I want to point back to a related post, where I talked about adding some moral flexibility to the GTA formula, and how that would improve the game. Both posts express similar themes, which is a desire on the part of the player to interact with a game without having moral choices imposed on them. Emergent consequences are fine (and even desirable) but railroad morality is often frustrating even if the player agrees with the imposed choices.
Note that in the hypothetical game I outline in that post, the player’s moral choices is one of the input values for a procedurally-generated city.
The plot of this game isn't just dumb, it's actively hostile to the player. This game hates you and thinks you are stupid.
So what happens when a SOFTWARE engineer tries to review hardware? This. This happens.
Batman v. Superman Wasn't All Bad
It's not a good movie, but it was made with good intentions and if you look closely you can find a few interesting ideas.
Quakecon 2011 Keynote Annotated
An interesting but technically dense talk about gaming technology. I translate it for the non-coders.
The story of me. If you're looking for a picture of what it was like growing up in the seventies, then this is for you.