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Will Wright Discusses the Demoscene: link >You can take any piece of content in the game, and imagine an algorithmic solution to it. Or also, you know, a way that the player could customize that object of thing. >There's this group in Europe called the Demoscene that make these very elaborate demos for a computer that fit into very tiny little memory blocks, you know like 64K of memory, and you run the thing, and in fact it algorithmically generates about 100 megabytes worth of data, you know these rich 3D environment, generated music, generated wave files, generated animation. >And they're developing techniques to generate, you know, huge amounts of interesting data, with very very simple, elegant, compression algorithms. >And this is a skill that game developers used to have, back in the 8-bit days. That was the only ways to do a game like Karateka(?), was to find all these little tips and tricks to compress things and generate them algorithmically. >But since the CD-ROM came out, and very cheap hard drives, storage is cheap, so basically we've lost that skill set, and now we attack all those problems with brute force. I think we've lost something by dropping that skill set. The Future of Content — Will Wright’s Spore Demo at GDC 3/11/2005: What I learned about content from the Sims. …and why it’s driven me to procedural methods. …And what I now plan to do with them. Talk by Will Wright, Game Developers Conference, 3/11/2005. link >Algorithmic compression. >Games consis