I don't normally do videos -- too frustrating in how long it takes to transfer information versus text -- but if I'm going to be namechecked then I guess I have to make an exception.
(Thanks!)
Dr. Johnson's comments certainly do echo a lot of my own thoughts about how to generate content, including the importance of forms flowing plausibly from innate motivations -- there's a reason why things look and behave the way they do. (For giggles, I'll note that I actually created the thread here for
Ultima Ratio Regum, the game Dr. Johnson's been developing.)
It's maybe also worth noting that this video was posted by "
Games By Angelina," the project of games AI researcher Michael Cook.
Finally, "speech impediment?" As far as I can tell, it's just the special non-rhotic pronunciation that some English (especially around Kent, I believe) learn to use. Jonathan Ross is probably the most well-known person using this kind of pronunciation, but I've actually used it myself for voicing the speech of a character in my audiobook reading of the Horatio Hornblower novels.
At any rate, I'd love Joshadamlindsey to listen to this video to get some ideas for how visual/functional game content can be procedurally generated based on core variables. Nice find!