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Thank you, Ultima Ratio Regum, for making RPG dialogue less boring
Ultima Ratio Regum, Mark Johnson’s epic 10-year roguelike project, aims to do a lot of things, but first and foremost it aims to reinvent how we approach procedural generation in lore-heavy games. The traditional view of algorithm-based writing is that it hits roadblocks between expansive possibilities and convincing humanity. Though you can program a game to offer hundreds of different choices, many will inevitably end up sounding similar. It leads to criticisms of procedural generation as “soulless,” and many doubt that computers will ever be able to create realistic humanity in such a significant manner. differ speech without ignoring the…