Mark Johnson is the developer of Ultima Ratio Regum [official site], an ANSI 4X roguelike in which the use of procedural generation extends beyond the creation of landscapes and dungeons to also dynamically create cultures, practices, social norms, rituals, beliefs, concepts, and myths. This is the third in a four part series examining what generating this kind of social detail can bring to games.
In the real world we know which cultures are, broadly speaking, akin to which others. There is no escaping the cultural commonalities in northern Europe, or East Asia, or between Australia and New Zealand, India and its subcontinent neighbours, or many of the countries of South America. This is not of course to suggest that there are no differences within these cultural groupings, but Norway and Sweden are, without a doubt, more “similar” in their cultures and expectations than Norway and, for example, Vietnam. But how do we perceive what belongs to what culture, and how do we perceive the differences in these cultures? And, more importantly… how might we go about implementing these internal commonalities and external differences into a game?
from Rock, Paper, Shotgun http://ift.tt/2cm8xMh
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