Manifesto · Chapter 6 of 6

The manifesto: ten principles

The principles we hold ourselves to, and the ones we think the field should hold to as it grows. Followed by the questions we hear most.

Story Generators · 2 min read

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The manifesto

We build Story Generators. These are the principles we hold ourselves to, and the ones we think the field should hold to as it grows:

  1. Story Generators are a second, stand-alone pillar, not a genre or a feature. They evolved from classical video games and stand beside them, not inside them. Their craft deserves its own name, its own tools and its own criticism.
  2. No canon, no Story Generator. Every work must contain an authored canon: story data, character data or both. Generation serves the canon; it never overrules it.
  3. Generation is the medium, not the shortcut. AI that writes code or makes assets for a classical game is a production tool. In a Story Generator, the live performance of the story is the work itself.
  4. Always live. A Story Generator may contain games or sit inside one, but its narrative and dialogue are always generated live. It is never pre-packaged.
  5. Every Story Generator gives the player a choice. The next chapter in a story, or the next word and action in an RPG. Without player choice there is only a model telling a story.
  6. The story leads, not the rulebook. Stats, dice and skill checks are classical mechanics. The core mechanic of a Story Generator is player input and generated output; structure belongs in the canon, and rules that get in the way of that loop should go.
  7. The player's words matter. Anything a player can say deserves an answer that is true to the world. No dead ends, no "I don't understand that", no menus pretending to be conversation.
  8. Consistency is respect. A world that contradicts itself has stopped taking the player seriously. Continuity and memory are part of the craft, not an engineering detail.
  9. Credit where it is due. The work is credited to the studio and system that brings writer and machine together, because no single part of that partnership is the whole author.
  10. Start in text, aim for worlds. The medium will grow from text to illustrated and voiced stories, then to film and walkable worlds. The canon is what carries a story through every layer.

In 1979 a few people typing two-word commands into a cave they could not see were playing the first version of something that became one of the largest art forms in the world. Most of them had no idea. We think Story Generators are at that point now, and we would rather name the thing clearly while it is young.

Questions

What is a Story Generator?

A Story Generator is an interactive work in which an AI model generates the story and/or the character dialogue live, in response to the player's choices, while staying bound to a canon written by a studio or an author: the world, its history, its characters and their voices. The player always has a choice: the direction of the next chapter in a story, or what their character does and says in an RPG.

Why call it a Story Generator rather than a game, film or book generator?

Because the name describes what stays constant at every stage: an authored, interactive story, generated live while you play. It is an umbrella term for every form that story takes, held in one experience rather than fragmented across separate media. "Game generator" sounds like a tool for making classical games and is too narrow for omni models and generative universes that are not fixed to one format; "film generator" ties the medium to video, which comes later, and "book generator" ties it to text and a finished object. "Story" covers both story and RPG modes and points to the canon; "generator" describes what happens during play, not how the work was made.

How is a Story Generator different from a video game with AI in it?

In a classical video game the story is authored in advance and the game runs on rules, code and assets. AI that writes code, makes assets or adds lines to NPCs inside that structure is a production tool. In a Story Generator, generating the story and dialogue is the medium itself.

Why does a Story Generator need a canon?

Without a canon, a model improvises with nothing to protect: characters drift, facts contradict each other and nothing is at stake. Canon gives the generation something to be faithful to, and gives the work an author.

What is the difference between a story and an RPG Story Generator?

Both perform an authored canon live and both give the player a choice. In a story, the player chooses where the next chapter goes and watches the cast play it out. In an RPG, the player is a character in the story: the scene is narrated around them, other characters speak to them, and they choose what their character does or says next.

Is a Story Writer the same as a Story Generator?

No. In a Story Writer the user writes: they write a passage, the AI writes the next, and the two trade the pen. It is a creative tool for co-authorship. In a Story Generator the canon is authored for you and the AI performs it; the player chooses and acts rather than writing the prose. One is a tool for making stories, the other a medium for playing them.

Do RPG Story Generators need dice, stats and combat rules?

Not necessarily. Stats, dice and skill checks are classical mechanics, carried from tabletop role-playing into video games. A Story Generator's core mechanic is input and output: the player acts in their own words and the model generates what happens. Heavy rules get in the way of that loop. Structure lives mainly in the canon: what characters know, want and would never do.

Can a Story Generator be a game?

Yes. A Story Generator can contain games, or be wrapped inside a game. What separates it from a classical video game is that its narrative and dialogue are generated live within the game, or as the game. Classical games can be live or pre-packaged; a Story Generator is always live.

Are AI films and AI games Story Generators?

Usually not. Most AI films are generated in production and then fixed, and most AI games are classical games that use AI for code, art or a few lines of dialogue. They are AI in film and AI in games. If frontier models are the operating systems of this era and world models its game engines, Story Generators are its games.

What is a generative universe?

An infinite, omni, transmedia narrative universe directed by human writers through canon: many shows running in one world, followed on mobile and in immersive VR in place of books, TV and games. It starts as a subculture, whose fans may call themselves generators, and could grow past gaming through the live feedback loop between canon and audience. Canon sets its guardrails, so stories go neither too dark nor too light.

Is a chatbot app a Story Generator?

Not by itself. A general chat or companion app with no authored world, no characters with fixed histories and no story structure is a conversation, not a Story Generator.

Where are Story Generators going?

From text and illustrated stories towards voiced stories and live voice conversation with characters, then generative interactive film and, eventually, 3D generative worlds you can walk through, with the same canon steering every layer. Omni models, which take in and give back text, audio and video coherently, will power that next wave.

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