<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Senrama Essays</title><link>https://senrama.com/articles/</link><description>AI, simulation and the future of interactive entertainment.</description><item><title>Who writes the story? Authorship in AI interactive storytelling</title><link>https://senrama.com/articles/ai-interactive-storytelling-authorship/</link><guid>https://senrama.com/articles/ai-interactive-storytelling-authorship/</guid><pubDate>Fri, 23 Oct 2026 00:00:00 GMT</pubDate><description>When a model performs a story live and every player gets a different version, who is the author? We think the answer is still the writer, and that this shapes how AI stories should be built.</description></item><item><title>How AI world models work, and why games care</title><link>https://senrama.com/articles/how-ai-world-models-work/</link><guid>https://senrama.com/articles/how-ai-world-models-work/</guid><pubDate>Fri, 23 Oct 2026 00:00:00 GMT</pubDate><description>A world model predicts what happens next in a scene, frame by frame, as you act. Here is how the main designs work, where they fail, and what they mean for anyone building interactive worlds.</description></item><item><title>Memory is the new save file: how AI game worlds remember you</title><link>https://senrama.com/articles/memory-in-ai-games/</link><guid>https://senrama.com/articles/memory-in-ai-games/</guid><pubDate>Fri, 23 Oct 2026 00:00:00 GMT</pubDate><description>A world that talks back is impressive. A world that remembers what you did last week is something else. Memory is the quiet system that decides whether AI characters and stories feel alive.</description></item><item><title>The engine is learning to dream: AI models as game generators</title><link>https://senrama.com/articles/ai-models-as-game-generators/</link><guid>https://senrama.com/articles/ai-models-as-game-generators/</guid><pubDate>Wed, 21 Oct 2026 00:00:00 GMT</pubDate><description>For forty years a game engine has drawn what a designer placed. The next generation will draw what a player imagines. That changes who makes games, and what a game is.</description></item><item><title>The end of the dialogue tree: designing NPCs that actually listen</title><link>https://senrama.com/articles/intelligent-npcs/</link><guid>https://senrama.com/articles/intelligent-npcs/</guid><pubDate>Wed, 14 Oct 2026 00:00:00 GMT</pubDate><description>Non-player characters have spent decades waiting for you to pick option B. Language models let them hold a conversation. The hard part is giving them a reason to.</description></item><item><title>Every viewer a different cut: the rise of generative interactive film</title><link>https://senrama.com/articles/generative-interactive-film/</link><guid>https://senrama.com/articles/generative-interactive-film/</guid><pubDate>Wed, 07 Oct 2026 00:00:00 GMT</pubDate><description>Branching films asked audiences to choose between scenes someone had already shot. Generative film can compose the scene after you choose. It is a new medium, and it needs a new grammar.</description></item><item><title>Living worlds: why simulation is the next storytelling medium</title><link>https://senrama.com/articles/simulated-worlds/</link><guid>https://senrama.com/articles/simulated-worlds/</guid><pubDate>Wed, 30 Sep 2026 00:00:00 GMT</pubDate><description>The most compelling stories in games are increasingly the ones nobody wrote. Simulation, joined with generative models, turns worlds into places where stories grow on their own.</description></item><item><title>From shipped to alive: games as intelligent products</title><link>https://senrama.com/articles/games-as-intelligent-products/</link><guid>https://senrama.com/articles/games-as-intelligent-products/</guid><pubDate>Wed, 16 Sep 2026 00:00:00 GMT</pubDate><description>A game used to be finished the day it shipped. An intelligent game starts learning the day it launches. That changes how we design, measure and take responsibility for play.</description></item></channel></rss>