Excellent analysis on roguelike narrative! Your points on generative storyteling and replayability are key. What if procedural generation could dynamically alter core gameplay loops based on player choice? This would deepen player agency and extend long-term engagement considerably, even in short loops.
In the sense of altering parameters of the mechanical functions, that already happens somehow in Becoming Saint. If it was actually changing mechanical types on the base of the narrative, that could be quite expensive both in production and in keeping it coherent. What Remains of Edith Finch somehow does it.
Excellent analysis on roguelike narrative! Your points on generative storyteling and replayability are key. What if procedural generation could dynamically alter core gameplay loops based on player choice? This would deepen player agency and extend long-term engagement considerably, even in short loops.
In the sense of altering parameters of the mechanical functions, that already happens somehow in Becoming Saint. If it was actually changing mechanical types on the base of the narrative, that could be quite expensive both in production and in keeping it coherent. What Remains of Edith Finch somehow does it.