>>84
You can compromise between the two, but you cannot attain both extremes at once.
That's the thing; what one could do is basically write the story with several branches so that the user can
Choose His Own Adventure, but for a sufficiently expanded storyline it would then be more profitable to just create more games. However, procedurally generating stuff shouldn't be impossible, just very very hard. After all, one could argue that the universe is generated procedurally with a certain set of rules and an initial state.
>>87
really tight collaborations of homosexual proportions
I wouldn't really mind that.
>>97,115
I'm not sure how much that fits into "procedural geometry", but have you taken a look at
Dwarf Fortress?? I don't think the source code is widely available, but it generates worlds (along with civilizations, history and historical figures and events), quite nicely at that.
As for a game collaboration over the Internet, I think that could only work if all the team members are sufficiently motivated. One requirement of that would be that everyone agreed to virtually all aspects of the game, and so I believe a way to make this work would be to form several small groups each working on a different game.
Though considering how well
Pragueriders compromise with others and how long their attention span is, I wouldn't get my hopes high.