Bay 12 Games
Company
Documents about Bay 12 Games
Whitepaper9 pages
Between Chaos and Story: How to Combine the Author's Idea and Algorithmic Randomness in Modern Narrative Design
This paper examines how to reconcile carefully authored narrative with procedurally generated game worlds, treating the apparent conflict between authorial control and algorithmic randomness as a design tension rather than a strict opposition.
- The paper proposes the "Anchors and Ornaments" model, separating stable, author-defined elements (central characters, key plot twists, emotional climaxes, relational dynamics) from variable, system-generated content, and frames the designer's role as architecting rule systems and selection criteria rather than writing fixed stories.
- The paper treats the tension between authorial control and algorithmic randomness as a design tension to be balanced rather than a strict opposition, tying the approach to concepts such as procedural authorship and "story sifting."
- The analysis is qualitative and comparative, examining three games representing distinct approaches: Hades (modular system), Dwarf Fortress (emergent system), and No Man's Sky (hybrid), and organizing the field with a typology of narrative approaches.
DiGRAApr 2026