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Procedural quest generation

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In the other thread, a judgment system gives characters:

  • An importance value for each Motivation (Security, Pleasure)
  • Affinity values (like/dislike) toward other characters.

Characters also have other data that I'll describe by way of an example quest:

Farmer Fred offers the player 50 gold to kill 5 wolves in his field.

  • World State...

Procedural quest generation

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