Procedural generation is a way to create data algorithmically and in gaming, it can be used to create levels, enemy encounters, and loot drops.

This random element allows games to offer players unlimited possibilities when they replay any level.

It is a relatively young concept in gaming with few experts on the topic and many unanswered questions.

However, the book Procedural Storytelling in Game Design by Tanya Short and Tarn Adams does a brilliant job at demonstrating how common problems in game design can be avoided with procedural method.

Most of the book is conceptual, focusing on providing interesting or useful ideas, but it does get a bit technical too. The book provides only the general idea behind a lot of use cases.

Through each essay, the authors show how traditional storytelling tools such as world-building, theme and characterisation can be adapted completely, using specific examples from their games.

By the end, you will be able to construct narrative systems, write procedural dialog, and generate compelling characters with unique backstories.

Credits: Visakan Veerasamy on Twitter

TO DO: Read Procedural Storytelling in Game Design by Tanya Shorts to understand how to construct complex narrative systems in games.

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