Someone linked this project to me. It seemed really interesting, so I thought I'd share:
http://www.indiegogo.com/projects/adventuros
[embed=420,315]<iframe width="420" height="315" src="http://www.youtube.com/embed/RZmRfAx8S9k" frameborder="0" allowfullscreen></iframe>[/embed]
ONWARDS TO EXPLORE THE PORN!
While an interesting idea, I don't see how the complex world building actually enhances gameplay. Why would I find it more exciting to play through a set of platform levels just because I knew they were based on completely random folders and files on my hard drive? It's not like those folders mean very much to me.
Andail: No, but it does mean that everytime you change something in your computer the game also changes... The ultimate replayability? (though it hardly seems an "adventure" to me, plus the voice of the video kinda bugged me...)
that's an interesting concept. But more interesting for the programmer of the game than for the player. In platformers I prefer levels made by a leveldesigner that puts in some mean parts rather than casual levels generated by an algorithm that is told to make levels that have to be playable. And letting a random app scan my whole files is another story of security.
There isn't really much scope for a proper quest. It's just crawling around a semi-random dungeon crawling.
There is the possibility for people to make their own dungeons. You could create rooms and monsters etc by placing certain types of files in certain folders etc. The files don't even have to have anything on them. And these could then be shared among players... But it all seems a like a bit much effort when a dedicated drag and drop level editor would do the job ten times as quickly.
HELP US MAKING IT HAPPEN!
Poor engrish to one side, I just don't understand why this would be any better than just a random generated game, when you have finished the game, the folders and files need to change to get a different game? so no reply if you haven't changed anything or very small changes over time?
or am I looking at this wrong
All you guys have some interesting ideas that I hadn't really thought about initially: Just because something is random and unique to the player, doesn't mean it will still be fun. The main reason I shared was because it seemed like something that hadn't been done before, but maybe it hasn't been done for a reason. *shrug*
Actually I've done it before in my game KATA, and I got the idea from a shoot-em-up that played in your file system...
Although it remains to be seen how functional the idea is, it does look fun. As Andail noted, it's still pretty much just randomly generated content rather than a fully personalized experience -- but how exactly would one achieve the latter (especially without breaking some personal/security barriers)? I've actually been wondering whether games would ever go in this direction: try to suit each player rather than have all players adjust to the game. Imagine a game console plugged into an electroencephalograph, responding to your brain activity - or, to put it simply, your mood - on the fly. For instance, it'd give you some slack when you're tired (e.g. sending fewer/weaker oponents your way) and really challenging you when you're up for it. Or throwing something fancy your way when, say, your EEG indicates that you're bored.
Combined with that oculus rift thingy that would be trippy as hell 8-0
Now if this game actually WAS my OS, I'd be a bit more interested.