{"id":993,"date":"2007-02-28T17:00:00","date_gmt":"2007-02-28T22:00:00","guid":{"rendered":"http:\/\/www.shamusyoung.com\/twentysidedtale\/?p=993"},"modified":"2008-08-16T10:09:35","modified_gmt":"2008-08-16T15:09:35","slug":"videogame-morality-procedural-content","status":"publish","type":"post","link":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=993","title":{"rendered":"Videogame Morality &#038; Procedural Content"},"content":{"rendered":"<p>Jay Barnson has a long and <a href=\"http:\/\/www.rampantgames.com\/blog\/2007\/02\/how-to-make-better-rpg-with-procedural.html\">thoughtful post on procedural content in games<\/a>.  I had <a href=\"?p=542\">a post on this a while back<\/a>, 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&#8217;s) is making it so that procedural content in one form or another is probably inevitable.  <\/p>\n<p>Also, <a href=\"http:\/\/www.79soul.com\/\">79Soul<\/a> has a great post on <a href=\"http:\/\/www.79soul.com\/?p=59\">Videogames and morality<\/a>.  I want to point back to a related post, where <a href=\"?p=228\">I talked about adding some moral flexibility to the GTA formula<\/a>, 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.<\/p>\n<p>Note that in the hypothetical game I outline in that post, the player&#8217;s moral choices is one of the input values for a procedurally-generated city.  <\/p>\n","protected":false},"excerpt":{"rendered":"<p>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&#8217;s) is making it so that [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[55],"tags":[523],"class_list":["post-993","post","type-post","status-publish","format-standard","hentry","category-game-design","tag-game-design"],"_links":{"self":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/993","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=993"}],"version-history":[{"count":0,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/993\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=993"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=993"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=993"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}