I made a very simple story/puzzle generator once and used it for the game Tales of Otubania.
There were basically lists of possible locations, possible characters (e.g. occupations, creature types) and possible items (inventory items and objects in the room were in a single list iirc), also there are the usual verbs. Then a random chain of puzzles is generated, like "To win the game, you have to go to location A. To get to location A, you have to use item B with item C. To get item B, you have to talk to character D in location E." and so on.
This still needs a good amount of creative work to get a relatively coherent story and of course no graphics, programming and dialogue writing are done automatically, and (in contrast to what some review articles about the game said back then) the story does not change dynamically when you start over.
The story I implemented was a very silly one, but this could have been improved with small alterations in the generator, firstly by narrowing down the list to a specific setting, e.g. only medieval locations, items and creatures/occupations, secondly by having connections between them: item A can only be found in locations B or C, in location D you can have one or more of characters E, F and G and so on.
There were basically lists of possible locations, possible characters (e.g. occupations, creature types) and possible items (inventory items and objects in the room were in a single list iirc), also there are the usual verbs. Then a random chain of puzzles is generated, like "To win the game, you have to go to location A. To get to location A, you have to use item B with item C. To get item B, you have to talk to character D in location E." and so on.
This still needs a good amount of creative work to get a relatively coherent story and of course no graphics, programming and dialogue writing are done automatically, and (in contrast to what some review articles about the game said back then) the story does not change dynamically when you start over.
The story I implemented was a very silly one, but this could have been improved with small alterations in the generator, firstly by narrowing down the list to a specific setting, e.g. only medieval locations, items and creatures/occupations, secondly by having connections between them: item A can only be found in locations B or C, in location D you can have one or more of characters E, F and G and so on.