ABSTRACT

Most of this book is concerned with how to use procedural generation for various storytelling purposes: fleshing out a virtual world, providing a narrative experience for players to interact with, creating small digital toys that produce comedy and spontaneity and joy. Implicit in this is that the worlds we’re creating are digital ones that live in our pockets, TVs, or desktops. Increasingly, people are creating narrative experiences that intersect with the real world. Whether that’s through augmented reality, physical installations such as immersive theater and escape room games, or traditional transmedia experiences like ARGs, audiences are hungry for stories told through more embodied means.