Procedurally generating a story isn't necessarily too hard. Yes it will be rather formulaic, but every good story, and even a lot of bad stories, are. Its what you do with that formula that makes it good/bad.
Step 1: Pick your genre. Horror, Action, Mystery, Romance - ect. From this you get a basic plot outline. Yeah, it'll be a cliched plot - as said, most of the best loved stories are cliched.
Step 2: Pick your setting. Steampunk, High Fantasy, Modern Day, Cyberpunk - ect. This gives you you encyclopaedia of what you can use in your plot; the sorts of characters and places that exist, the scenery, the themes you're likely to explore - ect.
Step 3: Draw some "inspiration" from other stories. Setting it in a Fantasy world? Draw inspiration from Norse Mythology and include some of their less well known myths and stories as base patterns for your own, linking between Horror, Mystery, Adventure and Romance Norse Myths to the genre you are writing. Any who have read the Sword Art Online light novels will probably find this concept familiar, as its what the "Cardinal" system does in game for its random quest generation.
Step 4: Generate your story following the general plot outline of any story of that genre. If its adventure or action you've got your classic "Hero's Journey" outline. If its Romance you've got to pick a subgenre before you can tell which outline to follow, but for something like Romantic Comedy there's the obvious "Boy Meets Girl, neither like each other, are forced together by circumstance/problem, spend time together and grow to like each other whilst maintaining Tsundere attitude towards each other, problem is solved/circumstance is over, both admit to liking each other" plot that is so common in Hollywood.
Of course, this is a gross simplification of it, but stories are, if nothing else, rather formulaic. If its formulaic, it can be put into a PC to get it to do something. Of course it'd also need an immense database of knowledge like Watson has to be able to draw its 'inspiration' from, as well as presets of normal story telling plot outlines, but that's the same as any person. You figure this stuff out through hearing other stories, and discover subconsciously what it takes to write an enjoyable story. This could probably be accomplished with Machine Learning as well, but W/E.
On the topic of Emergent Stories... I don't like them unless they are very, VERY well done. For example, Skyrim. Skyrim is not well done for emergent stories. Sure, its got the world, its got the freedom, and its got things happening for you to have your story, but it has the problem of any story always being a very vague outline, or just comical. "Got pissed off at a guard and decided to kill him, leading to him being chased out of the hold" as an example. Why was he pissed off at the guard? 'cause he'd been told about the guy getting an Arrow to the Knee for the 500th time.
A lot of the problem is that NPCs don't really have conversations. They have some pre-set lines for quests, but that's most of it. You can't get any good dialogue, which leaves you leaving the details of the story vague, or having a poorly written one. You can't have any good idle conversations with NPCs. Additionally, nothing you do has much effect on the world. You're leader of the companions? No-one treats you with much more respect. Killed Alduin? Bandits still come up to you thinking they can rob you, and without any grand schemes either. Well known as the greatest mage in Skyrim? Nobody decides to surrender, knowing they can't possibly beat you.
Additionally, no-one but the guards really notice when you're carrying a legendary weapon. Carry Dawnbreaker and Necromancers should go "Oh shit, its Dawnbreaker. Has Meridia's champion really come for me?", and try to run rather than fight. Bring in Volundruung and most warriors should flee at the sight of it. That's emergent story. It arguably gets in the way of gameplay, but that's required for a good emergent story a lot of the time, allowing you to actually grow in the world and have your reputation mean something. It doesn't really help immersion when I have to pretend every bandit and low life thug is stupid enough to want to challenge the strongest Warrior, Mage and Assassin in Tamriel to a fight to the death, or that they miraculously haven't heard about me, even though I'm the Thane of every hold and have been the leader of every guild for months, and aren't intimidated by the big fuck off hammer I'm carrying that's glowing red with power, along with the black shadowy aura my armour's giving off.
When emergent stories are done a lot better then they are in most sandboxes now I'll like them more, but I enjoy a polished story over one that barely exists.
Step 1: Pick your genre. Horror, Action, Mystery, Romance - ect. From this you get a basic plot outline. Yeah, it'll be a cliched plot - as said, most of the best loved stories are cliched.
Step 2: Pick your setting. Steampunk, High Fantasy, Modern Day, Cyberpunk - ect. This gives you you encyclopaedia of what you can use in your plot; the sorts of characters and places that exist, the scenery, the themes you're likely to explore - ect.
Step 3: Draw some "inspiration" from other stories. Setting it in a Fantasy world? Draw inspiration from Norse Mythology and include some of their less well known myths and stories as base patterns for your own, linking between Horror, Mystery, Adventure and Romance Norse Myths to the genre you are writing. Any who have read the Sword Art Online light novels will probably find this concept familiar, as its what the "Cardinal" system does in game for its random quest generation.
Step 4: Generate your story following the general plot outline of any story of that genre. If its adventure or action you've got your classic "Hero's Journey" outline. If its Romance you've got to pick a subgenre before you can tell which outline to follow, but for something like Romantic Comedy there's the obvious "Boy Meets Girl, neither like each other, are forced together by circumstance/problem, spend time together and grow to like each other whilst maintaining Tsundere attitude towards each other, problem is solved/circumstance is over, both admit to liking each other" plot that is so common in Hollywood.
Of course, this is a gross simplification of it, but stories are, if nothing else, rather formulaic. If its formulaic, it can be put into a PC to get it to do something. Of course it'd also need an immense database of knowledge like Watson has to be able to draw its 'inspiration' from, as well as presets of normal story telling plot outlines, but that's the same as any person. You figure this stuff out through hearing other stories, and discover subconsciously what it takes to write an enjoyable story. This could probably be accomplished with Machine Learning as well, but W/E.
On the topic of Emergent Stories... I don't like them unless they are very, VERY well done. For example, Skyrim. Skyrim is not well done for emergent stories. Sure, its got the world, its got the freedom, and its got things happening for you to have your story, but it has the problem of any story always being a very vague outline, or just comical. "Got pissed off at a guard and decided to kill him, leading to him being chased out of the hold" as an example. Why was he pissed off at the guard? 'cause he'd been told about the guy getting an Arrow to the Knee for the 500th time.
A lot of the problem is that NPCs don't really have conversations. They have some pre-set lines for quests, but that's most of it. You can't get any good dialogue, which leaves you leaving the details of the story vague, or having a poorly written one. You can't have any good idle conversations with NPCs. Additionally, nothing you do has much effect on the world. You're leader of the companions? No-one treats you with much more respect. Killed Alduin? Bandits still come up to you thinking they can rob you, and without any grand schemes either. Well known as the greatest mage in Skyrim? Nobody decides to surrender, knowing they can't possibly beat you.
Additionally, no-one but the guards really notice when you're carrying a legendary weapon. Carry Dawnbreaker and Necromancers should go "Oh shit, its Dawnbreaker. Has Meridia's champion really come for me?", and try to run rather than fight. Bring in Volundruung and most warriors should flee at the sight of it. That's emergent story. It arguably gets in the way of gameplay, but that's required for a good emergent story a lot of the time, allowing you to actually grow in the world and have your reputation mean something. It doesn't really help immersion when I have to pretend every bandit and low life thug is stupid enough to want to challenge the strongest Warrior, Mage and Assassin in Tamriel to a fight to the death, or that they miraculously haven't heard about me, even though I'm the Thane of every hold and have been the leader of every guild for months, and aren't intimidated by the big fuck off hammer I'm carrying that's glowing red with power, along with the black shadowy aura my armour's giving off.
When emergent stories are done a lot better then they are in most sandboxes now I'll like them more, but I enjoy a polished story over one that barely exists.