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

etc

I like it's as just sort of a goof, but I also like it as an opportunity to explore that kind of writing free from the massive constraints of having to build questlines and plot modalities into a whole game first.

Like with Fallout or TOW or Dishonored or other games that have used this epilogue style, every vignette tends to be binary, maybe ternary (you sided with faction X! or with faction Y! or killed them all!), because every one of those has to tie into a bunch of setup.

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.

Follow

Related idea that I have no actual enthusiasm for but which would probably really work well: Automatic Kojima Cutscene Generator, which just reels together stock footage automatically with GPT-2 text trained on doomy texts about nuclear war superimposed.

@joshmillard that's how the fallout 3 ending cutscene works and nobody can change my mind on this

Sign in to participate in the conversation
Mastodon

Server run by the main developers of the project 🐘 It is not focused on any particular niche interest - everyone is welcome as long as you follow our code of conduct!