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.
Revisiting a Dead Engine
I wanted to take the file format of a late 90s shooter and read it in modern-day Unity. This is the result.
The Brilliance of Mass Effect
What is "Domino Worldbuilding" and how did it help to make Mass Effect one of the most interesting settings in modern RPGs?
Two minutes of fun at the expense of a badly-run theme park.
A stream-of-gameplay review of Dead Island. This game is a cavalcade of bugs and bad design choices.
What did web browsers look like 20 years ago, and what kind of crazy features did they have?