finished up The Outer Worlds and I got the idea while watching the epilogue reel -- that fallout-style "here's a dozen short vignettes about what happened based on your in-game decisions" wrapup -- of making a generative "game" that was nothing *but* randomly generated epilogues for a non-existent game.
You'd hit go and it'd play some music while telling you e.g.
- what ended happening in the town of Dirtberg, in the end
- how killing Colonel Grimes changed things
- where Bort went next
Freed from that need to do a ton of set up work, you could generate far more, and more subtle, variations on any given narrative proposition. A dozen different things could be imagined to have happened to Dirtberg; it only exists here as a town constructed in the mind of the reader based on the epilogue, so anything goes.
@joshmillard that's how the fallout 3 ending cutscene works and nobody can change my mind on this
@joshmillard I wonder if you could do something with that in reverse. Like start with an RNG epilogue, then put the player in a position of trying to thread a narrative that gets them that result. Sort of like interactive fiction where the lose condition is temporal disunion.
@shoeberto That would be a really interesting design premise for a game, yeah! But also sounds way more complicated to sort out a way to execute, so hopefully someone else will do it and I can just play it after.
@joshmillard oh yeah, it's interesting to think about... less so to implement.
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