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From WMMMNA
Developing proced=
urally-generated content could be a solution, for example:
Charbitat presented here and Spore.
Procedural environment use basic algorithms and varying seed values to
generate the virtual space. In Charbitat, the space moves and is
re-created over time depending on how players interact with it, their
actions are translated into a data set which influences the seed values
that controls the manipulation of the game world. Result: Charbitat
allows players to craft personalized and meaningful environment simply
by playing. …
When the player s=
tarts the game, the character is in a solitary
first cell of an unformed, endless world. When she reaches one of the
borderlines of a cell and steps into the void beyond, a new area is
procedurally formed and populated. Every new cell adds to the existing
world and imprints the player’s behaviour patterns within the game
space and its inhabitants.
Within each cell, the game engine records the player’s actions in a
data set. The data is then combined with information on surrounding
cells, to draft instructions on terrain generation and asset placement
for the next cell to be built. If a player plays in a certain
way s/he consciously affects her character’s data set and can
anticipate the kind of space that she will create.
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