Dragon Age writer David Gaider has shared his thoughts on the "lackluster" and "soulless" nature of procedurally generated AI dialogue, while also predicting failure for developers who can't forsee ...
Many games use procedural generation to create a game world algorithmically, starting with Elite way back in 1984. But this isn’t the only way that this kind of dynamic content can be used in games.
The RPG veteran reveals that during his time at BioWare, the studio experimented with procedurally-generated quests—but they were ultimately a failure. When you purchase through links on our site, we ...
Mac is a GameRant writer, who has been gaming for over 40 years. He mostly plays multiplayer or co-op games, with the same group of friends he has played with online for 25 years. Story elements that ...
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