Jason: Sometimes people look at it and say like, I don't see the story here, or it's just, you're going and exploring this world, but I don't, there's not cohesive narrative. But I think it's a paradigm of narrative game that has existed for a while and that we love where these systems are colliding and the collision and the emergent stuff that happens becomes fodder for this really your personalized narrative that we've sketched out as the authors and designers of the game, but a lot of it is going to be particular to the player.
Brian: That interactive form means involving the player, involving them in the stories that are being generated. Those stories are still authored, right? It is true that they're being produced by systems, but those systems aren't random. They're not. random things that are happening, those are carefully authored systems by our narrative team to produce the kind of stories that the players traverse through.
Jason: Caves of Qud's approach to procedurally generating environments tends to be very, like, multilayered. [...] So our big example is we generate these villages. We want these to feel like lived in villages with history and with dynamic characters in them that have desires. They'll send you off on quests, but also like spaces you could examine and see the paintings and sculptures on. And a lot this is like, we'll take one technique to generate the history. We have like this complex state machine where. We're running through thousands of years of history, and then we're going to use that to inform what the government of the village looks like and what characters might be and what type of buildings might be placed in the village. And then we are going to go like, okay, now we're actually going to generate this map.
Brian: I think the most important thing in Qud is to give people the important bones to hang a interesting story on. And that's true for almost all of our systems, like the AI system, like the narrative system. We aren't painting every pixel, we aren't simulating every thought that the creature has, but they are taking interesting actions, and there's a lot of meaning imbued in those basic mechanical systems, like the weights of the actions that they're gonna take. The designers can control that and that controllability is really important because the stories we're trying to tell aren't stories about random actions.
Jason: What's fun to see is that players get really good at kind of reading the tone of what we're setting up in the game, the types of stories that might exist in this strange science fiction, far future setting, which contains a lot possibilities, but still we have a very strong voice in the games, and so it's kind of like a distinct place. And then players get good at telling their own stories in that voice because they're engaging with these systems and they are, they're learning what is interesting to them and what is interesting to the system and what that overlap is.