Something that’s come up on several of my projects recently is the question of how much randomized text variation can add to the sense of depth in a scene.
In particular, how good a job does it do of simulating lots of different, hand-crafted pieces of content? Are there better and worse ways to deploy random content for this purpose? Do you have a generic sentence form with a lot of randomly swappable elements, like
A red/brown/black/grey dog/fox/squirrel scampers/runs/hurries past you into the undergrowth. ?
Or a table with a lot of hand-rolled sentences, each unique, but each going to be the same every time it appears? Or some variation on all these?
For interactive fiction, this tends to come up a lot in cases where we want to make the world feel deeper and more fleshed out. We want a player to be able to browse a bookshelf and find the titles of many many books. Or hang out in an outdoor area and see lots of environmental messages suggesting people going by, animals passing through, etc. Sometimes it’s possible to rig up a full simulation for this kind of thing — that is, actually track dozens of animal objects running through the gameworld — but usually that’s a lot of overhead for a lightweight effect. (And see Matt Wigdahl’s comments on the “foley” system in Aotearoa.)
My current operating theory is:
1) it’s good to have a mix of more generic sentences with lots of variation and more hand-crafted sentences with moderate variation. This keeps things from feeling too predictable.
2) where random variation is used, the most productive way to use it to maximize the *impression* of content is to construct pairings/arrangements of random elements that are themselves striking and memorable or distinctive.
I brought this up on the #craft channel on ifMUD, where I had the following conversation with Andrew Plotkin (“zarf”) and Dan Shiovitz (“inky”). They had a couple extra points I hadn’t come up with, so, with permission, here’s what they said: