This is fortunate because it means I can go down to Bakersfield tomorrow to see my mother. Hoorah!
This is fortunate because it means I can go down to Bakersfield tomorrow to see my mother. Hoorah!
I'm no artist, so I've always accepted that I'd need to do this for any fancy-graphics games I might write. I've never had a budget for paying anyone for anything, and a "we need an artist" announcement is a near-sure sign of a moribund open source game ("Our ambitions have overshot our abilities! Who has some spare ability?"). So maybe it's just a different worldview.
The thing in that presentation that seems really interesting and novel to me is the tactic of creating in-game content by reusing the products of other users' normal play. Now that I write it down I see it's not totally novel: for instance, bones levels in roguelike games do the same thing. That's a lot more limited than what Wright is describing, though.
This type of hack, interpreting the normal behavior of users in a way that yields new information, is one of my favorites. In a game context it could cause privacy problems or be a Tar Pit From Hell, but you could structure games to avoid those problems; game state need not be a general-purpose communication mechanism.