Exploring No Man’s Sky, A Computer Game Forged by Algorithms
The issue with a lot of procedurally-generated content is that overall things become same-y. Lots of breadth, little depth. When you have a set number of variable sliders, you don't have to see all the possible worlds to get a sense of how many sliders there are and what their ranges are. The problem only gets worse when moving away from planet/landscape generation (dumb matter) and getting into simulations of history or society.I'd be really interested in learning about any work in the "interestingness" of procedural content. Is it possible to quantify that sort of emergent complexity that happens in life, or in a work or story with artistic direction that takes on a life of its own? Can a system make a billion compelling and unique stories without solving the issue of Strong AI and just making a superintelligent DM?