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Session Name Procedurally Generating History in 'Caves of Qud'
Speaker(s) Jason Grinblat
Company Name(s) Freehold Games
Track / Format Independent Games Summit
Overview You want to procedurally generate histories for your game. But history is a complex, tangled network of people, places, and, events, so how do you possibly start? In this talk, Jason Grinblat walks through the novel approach he used to generate histories for 'Caves of Qud'. He starts by laying out some commonalities across games that generate histories, using 'Dwarf Fortress' and 'Epitaph' as examples. Then he demonstrates how he avoided building a full historical simulation by generating historical events and rationalizing them after the fact. Tying in a discussion about the power of replacement grammars, he explains how to produce rich, convincing histories on a tight scope budget.

GDC 2018

Jason Grinblat

Freehold Games

free content

Independent Games Summit

Independent Games


UBM Tech