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Voxel Quest (henceforth, “VQ”) is a single player, turn-based, tactical, roguelike role playing game. It also features an isometric, procedurally-generated, voxel-based world. But what really differentiates it from most modern games is the emphasis on dynamic storytelling.
The generated stories are not simply a collection of random events, but take into account classic storytelling mechanisms (the hero’s journey, conflict, character archetypes, etc) while avoiding common pitfalls (plot holes, deus ex machina, predictability, telling rather than showing, etc). Most of these things are achieved with either abstracted properties (especially in the case of character archetypes and personalities), or with predefined transitions that play out a bit like cards in some board games (i.e. Spartacus). The fact that everything is driven by an AI ensures there are no logical fallacies in the plot, and that many emergent, surprising, and sensible things occur in a playthrough.
VQ puts the “Role Play” into Role Playing Game. Characters are motivated to act in accordance with their given role (even the player) because acting against a character’s nature causes quantifiable discomfort (and maintaining ideal comfort levels is something every character strives to do, coming second to only staying alive or achieving important goals). Characters utilize planning and score maximization to achieve their goals. So, short term discomfort might be acceptable to achieve a higher level goal (i.e. a thief wades through a sewer to get into a castle undetected). Using this technique, all characters attempt to maximize their goals, comfort, and well-being, and minimize their adversary's. This creates a complex network of conflicts (i.e. two or more people vying for the same political position, love interest, artifact, or whatever). You can read more about the AI near the bottom of this page.