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    <title>Curiouser and Curiouser! on virtual-worlds</title>
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      <title>My kind of game</title>
      <link>http://matt.blogs.it/entries/00002392.html</link>
      <pubDate>Fri, 29 Sep 2006 11:10:43 +0100</pubDate>
      <description>&lt;p&gt;Chris has been &lt;a href="http://onlyagame.typepad.com/only_a_game/2006/09/reluctant_hero_.html"&gt;showing off the tech demo of Reluctant Hero&lt;/a&gt; which is an exciting game concept his company, International Hobo, have been collaborating on:&lt;/p&gt;

&lt;blockquote&gt;
    &lt;p&gt;The majority of the quest content of the game will be dynamically generated from an event system, reflecting changes in the world that will affect the player's life. Furthermore, almost everyone (and everything!) the player meets for whom they speak the appropriate language can be offered a job in a building they own - this shaman would probably not accept employment in the player's Brothel, but he might consider sharing a Sanctuary where he might impart his knowledge of the dreamworld.&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;I'm really interested in how an event driven world can be made to come alive. It's one of the reasons I want to play Oblivion. To see if their vaunted AI actually gives a feeling of "peopleness."&lt;/p&gt;

&lt;p&gt;I imagine that one day it will be possible to create an event generated world that will rival worlds where designers and developers have spent a lot of time scripting a storyline and scenes. How close to that kind of day are we?&lt;/p&gt;</description>
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