The Future Of Games

Abstract

Problem: With graphics approaching photorealism and VR/multiplayer innovations plateauing in impact, what is the true next frontier for video games?

Approach: Tim Cain draws on the film theory framework of modern → postmodern → metamodern storytelling (inspired by the YouTube channel "Like Stories of Old") and applies it to games, arguing that games have a unique advantage over passive media: player interaction with systems.

Findings: The future of games lies not in better graphics, VR, or larger multiplayer — but in richer, deeper systemic interactions. This includes emergent quest solutions, AI-driven NPC conversations, procedurally generated content (with human curation), and physics-like environmental rule systems, particularly for magic.

Key insight: Games should evolve by encoding interactions as fundamental world rules — traits that cause other traits to change — so that gameplay emerges naturally from systems rather than being individually scripted.

Source: https://www.youtube.com/watch?v=9GX0T_Khs28

1. Not Graphics, Not VR, Not Multiplayer

Tim opens by explicitly ruling out several candidates for "the future of games." Graphics are already approaching photorealism — we're now debating whether dust motes in light beams make a game more fun (they don't). VR hasn't proven to be the transformative shift many predicted. More players in multiplayer isn't the answer either.

The one thing games have that movies, TV shows, and books don't is interaction — the player engaging with game systems. That's where the future lies.

2. Emergent Quest Solutions

Tim envisions RPGs where quests give you an objective but provide no scripted means of completing it. Everything emerges from system rules.

His example: you need to kill someone. You could stab him directly, poison an arrow and shoot through his window, or — more interestingly — sneak into his house while he's away and poison all his food. Then you ride to another town, and eventually receive a message: "Bob is dead." This works not because a designer scripted the poison-food path, but because the systems know that poison can be applied to food, and NPCs eat food in their homes.

Tim notes he's done "something kind of like this" in RPGs before, but you could always tell it was a pre-planned scripted path. True emergent solutions feel different.

3. AI-Driven NPC Conversations

Rather than picking dialogue from a list, Tim wants players to ask NPCs whatever questions they want, with NPCs responding via an LLM trained on what that character knows, doesn't know, and how they talk — complete with appropriate voice and animation.

Instead of an NPC standing around waiting to hand you a quest, they'd be visibly distressed: "My husband's missing!" When you offer to help, they'd respond naturally: "Who are you? I don't even know where he went. I just found this weird arrowhead..."

This would make game worlds feel dramatically more alive.

4. Procedural Generation With Curation

Tim suggests procedurally generated unique places, items, monsters, and dungeons — things that differ between playthroughs and between players. He acknowledges not everyone wants this, so he proposes options:

  • Toggle it off for players who prefer hand-crafted content
  • New Game Plus — on replay, the base world stays the same but procedurally generated content populates out-of-the-way places
  • Developer tool — AI generates large quantities of content (dungeons, stealth quests, etc.), developers vet them, modify the promising ones, and ship the curated results

He frames it fundamentally as a tool for giving players more stuff to interact with.

5. Systemic Magic and Environmental Rules

Tim's most detailed example focuses on magic. Most games handle elemental interactions through painstakingly coded special cases — "we designed it so lightning chains through water" — but then miss obvious corollaries like wet enemies taking less fire damage.

His alternative: encode interactions as rules about traits:

  • A spell makes things wet
  • Wet things take more electrical damage and arc it to nearby wet things
  • Wet things that get cold freeze — frozen things move slower
  • Wet surfaces that get cold become slippery
  • Wet things take less fire damage, but fire makes them dry faster
  • Wet things dry over time naturally

From these simple rules, complex emergent magic battles arise: one mage shoots a jet of water, another freezes it, a third counters with flame — all interacting through base physics rules rather than individually scripted encounters.

6. Interactions as Physics

Tim's overarching vision is to treat game interactions the way physics engines treat physical forces: as fundamental rules where traits cause other traits to change. Older RPGs had a smaller list of possible actions, leaving players wishing they could break down a door, pick a lock, or bribe a guard instead of just killing everyone. Modern games have broadened this set. The next step is making interactions systemic — part of the world's foundational code rather than a curated list of special cases.

This is the baseline Tim wants for future games: a world where things just work because the rules say they should.

7. References