Synchronizing game and AI design in PCG-based game prototypes |
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Author: | Bomström, Henri1; Kelanti, Markus1; Lappalainen, Jouni1; |
Organizations: |
1University of Oulu, Oulu, Finland |
Format: | article |
Version: | accepted version |
Access: | open |
Online Access: | PDF Full Text (PDF, 0.6 MB) |
Persistent link: | http://urn.fi/urn:nbn:fi-fe2020111189946 |
Language: | English |
Published: |
Association for Computing Machinery,
2020
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Publish Date: | 2020-11-11 |
Description: |
AbstractProcedural content generation (PCG)-based game design aims to reach a new way of playing games by focusing gameplay around algorithmic game content generation. However, positioning interaction with PCG systems and generated content to the center of player experience poses design challenges for both game design and AI design. In order to create the wanted affordances, rich contextual information is required to make informed decisions on the generated content. While previous research has presented excellent developments on PCG’s possibilities, further considering context and affordances in the early stages of prototyping may aid designers reach these possibilities in a more consistent manner. This study is set to discuss how context, affordances and the game’s overall design can be considered during the prototyping process of PCG-based games. Misaligned game context and affordances can result in deeply rooted design issues that may later manifest as subpar gameplay experiences and increased development effort. These emergent issues are examined through a post-mortem case study to produce an extended PCG-based design process, featuring actionable steps, that takes context, affordances, and the game’s overall design into account through meaningful play. see all
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ISBN Print: | 978-1-4503-8807-8 |
Pages: | 1 - 8 |
Article number: | 24 |
DOI: | 10.1145/3402942.3402989 |
OADOI: | https://oadoi.org/10.1145/3402942.3402989 |
Host publication: |
15th International Conference on the Foundations of Digital Games, FDG 2020, September 2020, Bugibba Malta |
Host publication editor: |
Yannakakis, Georgios N. Liapis, Antonios Kyburz, Penny Volz, Vanessa Khosmood, Foaad Lopes, Phil |
Conference: |
International Conference on the Foundations of Digital Games |
Type of Publication: |
A4 Article in conference proceedings |
Field of Science: |
113 Computer and information sciences |
Subjects: | |
Funding: |
This study is supported by the ITEA3 VISDOM project and Business Finland. The authors are grateful for this support as this study would not have been possible without it. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of ITEA3 or Business Finland. |
Copyright information: |
© 2020 Association for Computing Machinery. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in 15th International Conference on the Foundations of Digital Games, FDG 2020, September 2020, Bugibba Malta, https://doi.org/10.1145/3402942.3402989. |