the ProcWorld guy, Miguel Ceprano, is doing great work… but I don’t know if I care for the results so far. So far he’s just focusing on another safe idyllic landscape that anyone could’ve pulled out of World Machine; at this point, you’re basically training a computer to make a Thomas Kinkade painting.
A procedurally generated Thomas Kinkade painting cannot fuck me. They fuck no one. These landscapes are utterly incapable of fucking. That’s why my mom decorates her house with them.
To me, the most important question to ask is, “what are the politics of procedurality?” What values do certain uses of procedurality connote to us? What does it mean to players, developers, and communities, and what are our futures? What are the actual images and visions that we will produce — a Kinkadian hellscape of pastoral 1950s American utopias, or something that’s actually interesting?
An interesting take on proceduralizing design.