Comment
Comment by hyperion2010
Fascinating to compare the take on storytelling/worldbuilding articulated at the end of the article to a game at the complete opposite end of the spectrum, Dwarf Fortress which has the explicit aim of being a story-generating tool, but creates worlds sort of as an accidental byproduct. What would it take to be able to generate a puzzle game with the kind of depth seen in Riven using a generative tool like Dwarf Fortress? A deeper question might be, is there any generative process that would produce the complexity of Riven without an explicit desire or demand to create such complexity. The complaints by the author in a sense echo the utter impracticality of creating such complex puzzles. Most of the time the practical solution is just to have a key, but that leads to boring bog standard gameplay. Maybe a virtual civilization that only allows initiates that demonstrate a certain persistence and curiosity, but how do you weed out those that simply follow the instructions that others have given? Well, if you have the ability to generate a whole new set of equally challenging puzzles that can't be rote memorized and copied, maybe that is sufficient.